<!-- 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 town-specific tags --> <STRING load="/resources/randareas/inc_streetnames.xml" /> <STRING load="/resources/randareas/inc_fantasynames.xml" /> <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=$,areasize=int,level_range=int,aggrochance=int,theme=town"> <NAME merge=false>$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" /> <BEHAVIOR condition="$theme='town'" class="Arrest" parms="laws.ini;OFFICERS="\"$__officertype\"" JUDGE="\"$__chieftype\"""/> </AREA> <AREA id="grid_dungeon" merge=true like="maze_dungeon" layout="GRIDCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" /> <AREA id="square_dungeon" merge=true like="maze_dungeon" layout="BOXCITYSQUARE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" /> <AREA id="box_dungeon" merge=true like="maze_dungeon" layout="BOXCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" /> <AREA id="cross_dungeon" merge=true like="maze_dungeon" layout="CROSS" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" /> <AREA id="tree_dungeon" merge=true like="maze_dungeon" layout="TREE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=town" /> <AREA id="random_dungeon" merge=true select="any" requires="areaname=$" condition="$theme!='town'" /> <ROOM id="hallway_rooms" merge=true select="pick-1" condition="$roomtag_nodetype='street' or $roomtag_nodetype='surround'"> <ROOM id="town_street_room" class="Road" pickweight="1" condition="$theme='town'"> <TITLE>$a_streetprefix $_street_name</TITLE> <DESCRIPTION>$town_street_desc</DESCRIPTION> <STRING id="town_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>You are walking along ${l:_street_name}.</STRING> <STRING>You are on ${l:_street_name}.</STRING> <STRING>You are strolling through the $__citytype on ${c:_street_name}.</STRING> <STRING>${C:_street_name} runs through the $__citytype.</STRING> <STRING>You are making your way along ${l:_street_name}.</STRING> </STRING> <STRING select="any-1" action="APPEND"> <STRING>The ${l:_street_type} is dotted with things typically seen in a ${l:__citytype}.</STRING> <STRING>${p:__citypersontype} go about their business here.</STRING> <STRING>${c:adj_color} birds flutter over the ${l:__citytype}.</STRING> <STRING>You hear the $adj_subdued chatter of ${l:p:__citypersontype} nearby.</STRING> <STRING>You hear $adj_faint $adj_sound animal sounds coming from somewhere nearby.</STRING> <STRING>Something or someone has left $adj_nasty droppings near the side of the ${l:_street_type}.</STRING> <STRING>A bit of $adj_nasty litter has been $adj_carelessly discarded here.</STRING> <STRING>It appears to be a $adj_brightwords day in $areaname.</STRING> <STRING>It's a $adj_brightwords day in $areaname.</STRING> <STRING>This $adj_brightwords ${l:_street_type} gives you a wonderful view of $areaname.</STRING> <STRING>Homes and other $adj_cozy buildings line the ${l:_street_type}.</STRING> <STRING>You hear someone singing a $adj_majestic tune nearby.</STRING> <STRING>${c:adj_sparse} weeds grow in $adj_random places here.</STRING> <STRING>This ${l:__citytype} feels very $adj_cozy.</STRING> <STRING>The ${l:_street_type} seems very $adj_cozy.</STRING> <STRING>The ${l:_street_type} seems very $adj_tidy here.</STRING> <STRING>The structures around here seem $adj_roomwords.</STRING> <STRING>${c:p:__citypersontype} walk along here as well.</STRING> <STRING>${c:adj_brightwords} homes and buildings line the ${l:_street_type}.</STRING> <STRING></STRING> <STRING></STRING> <STRING></STRING> <STRING></STRING> <STRING></STRING> </STRING> <STRING action="APPEND">$desc_leafs</STRING> <STRING select="any-1" action="APPEND"> <STRING>The $_street_type continues $roomrun_desc_long.</STRING> <STRING>You can see the $_street_type running $roomrun_desc_long.</STRING> <STRING>The $_street_type runs $roomrun_desc_long.</STRING> <STRING>The $_street_type goes $roomrun_desc_long.</STRING> </STRING> </STRING> <EXIT class="Open" /> <MOB condition="1?3=1" select="any-1" insert="town_mobs" /> </ROOM> </ROOM> <ROOM id="interior_rooms" merge=true select="any-1" condition="$roomtag_nodetype='interior' or $roomtag_nodetype='square'"> <ROOM class="Road" condition="$theme='town' and $roomtag_nodetype='square'"> <TITLE>$a_streetprefix $_square_name</TITLE> <DESCRIPTION predefine="_street_name=Square">$town_street_desc</DESCRIPTION> <MOB condition="1?3=1" select="any-1" insert="town_mobs" /> <EXIT class="Open" /> </ROOM> <ROOM class="Road" condition="$theme='town' and $roomtag_nodetype!='square'"> <TITLE>$a_streetprefix $_street_name</TITLE> <DESCRIPTION>$town_street_desc</DESCRIPTION> <MOB condition="1?3=1" select="any-1" insert="town_mobs" /> <EXIT class="Open" /> </ROOM> </ROOM> <ROOM id="leaf_rooms" merge=true select="any-1" condition="$roomtag_nodetype='leaf'"> <ROOM select="all" id="town_leaf_rooms" condition="$theme='town' or $theme='random'"> <ROOM id="town_home" class="WoodRoom" condition="$__townthird > 5" define="__townhome+=1"> <TITLE select="any-1"> <TITLE>${c:fantasy_name1}'s house</TITLE> <TITLE>${c:fantasy_name1}'s home</TITLE> <TITLE>A house</TITLE> <TITLE>The ${c:fantasy_name1} house</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is a simple townperson's home.</DESCRIPTION> <DESCRIPTION>This is the home of the ${c:fantasy_name1} family.</DESCRIPTION> <DESCRIPTION>This is the house of ${c:fantasy_name1}.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The furnishings are sparse and ${adj_useful}.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="true" /> <MOB class="GenMob" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender"> <NAME>${c:fantasy_name1}</NAME> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a clothes</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> </MOB> <ITEM select="all"> <ITEM class="GenBed" name="a bed" display="$ITEM_NAME is made here" isgettable="false" /> <ITEM class="GenTable" name="a table" display="$ITEM_NAME is here with chairs around it." isgettable="false" /> </ITEM> </ROOM> <ROOM id="town_cafe" class="WoodRoom" condition="$__townthird > 5" define="__towncafe+=1"> <TITLE select="any-1"> <TITLE>${c:fantasy_name1}'s Cafe</TITLE> <TITLE>${c:fantasy_name1}'s Diner</TITLE> <TITLE>The ${c:street_name_1} ${c:street_name_2}</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is a $adj_noisy $adj_phys_size_large diner.</DESCRIPTION> <DESCRIPTION>This is a $adj_noisy $adj_phys_size_small hole-in-the-wall cafe.</DESCRIPTION> <DESCRIPTION>This dive is $adj_phys_size_small and $adj_noisy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>${c:any_wood} tables are lined neatly here.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Patrons sit around talking and enjoying their meals.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false" /> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is up for sale `buy [itemname]` to get something, or `view [itemname]` to get more information." /> <MOB class="GenShopKeeper" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" whatisell="inventory only"> <NAME>${c:fantasy_name1}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name will take your order now.</DISPLAY> <DISPLAY pickweight="1">$mob_name is taking food orders.</DISPLAY> <DISPLAY pickweight="1">$mob_name is cleaning the tables.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Fighterness" parms="" /> <BEHAVIOR class="CommonSpeaker" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a cook`s apron</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a rolling pin</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>OAK</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> <SHOPINVENTORY number=300 price="$item_level"> <ITEM select="all" insert="any_baking_item,any_cooking_item,any_foodprep_item,any_baking_item,any_cooking_item,any_foodprep_item,any_baking_item,any_cooking_item,any_foodprep_item" /> </SHOPINVENTORY> </MOB> <ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" /> <ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" /> <ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" /> <ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" /> <ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" /> </ROOM> <ROOM id="town_bar" class="WoodRoom" condition="$__townthird > 5" define="__townbar+=1"> <TITLE select="any-1"> <TITLE>${c:fantasy_name1}'s Bar</TITLE> <TITLE>${c:fantasy_name1}'s Pub</TITLE> <TITLE>The ${c:street_name_1} ${c:street_name_2}</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is a $adj_noisy $adj_phys_size_large pub.</DESCRIPTION> <DESCRIPTION>This is a $adj_noisy $adj_phys_size_small hole-in-the-wall bar.</DESCRIPTION> <DESCRIPTION>This dive is $adj_phys_size_small and $adj_noisy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Tables are scattered around the room, with the bar proper in the back.</DESCRIPTION> <DESCRIPTION>Tall $any_wood stools line the long bar, with a few scattered tables and chairs around.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>People stand around here talking, shouting, and getting really $adj_drunk.</DESCRIPTION> <DESCRIPTION>The smell of smoke and stale alcohol make the place reek.</DESCRIPTION> <DESCRIPTION>Lots of $adj_drunk people are smoking, drinking, and staggering around.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> <DESCRIPTION>A sign is posted by the bar.</DESCRIPTION> <DESCRIPTION>A sign is posted on the bar.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false" /> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is up for sale `buy [itemname]` to get something, or `view [itemname]` to get more information." /> <MOB class="GenShopKeeper" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" whatisell="inventory only"> <NAME>${c:fantasy_name1}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name will take your order now.</DISPLAY> <DISPLAY pickweight="1">$mob_name is taking drink orders.</DISPLAY> <DISPLAY pickweight="1">$mob_name is cleaning the bar.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="CommonSpeaker" parms="" /> <BEHAVIOR class="Fighterness" parms="" /> <BEHAVIOR class="CommonSpeaker" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a bartender`s apron</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>an lime peeler</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>IRON</MATERIAL> <WEAPONCLASS>DAGGER</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> </ITEM> <SHOPINVENTORY number=300 price="$item_level"> <ITEM select="all" insert="any_distilling_item,any_distilling_item,any_distilling_item,any_distilling_item,any_distilling_item," /> </SHOPINVENTORY> </MOB> <ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" /> <ITEM class="GenTable" name="the bar" MOBSHELD=20 display="$ITEM_NAME is here" isgettable="false" /> </ROOM> <ROOM id="town_inn" layout="APARTMENT" size=10 condition="$__towninn<1 and $__numshoptypes_all > 10 and $__townsecond > 5" define="__towninn+=1,__townthird+=1"> <ROOM id="town_inn_desk" class="WoodRoom" condition="($__towninndesk<1) and ('gate' in $ROOMTAG_NODEFLAGS)" define="__towninndesk+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} INN</TITLE> <TITLE>${c:areaname} INN</TITLE> <TITLE>The INN</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_tidy $adj_fancy ${c:areaname} INN.</DESCRIPTION> <DESCRIPTION>This is the $adj_cozy $adj_fancy ${c:areaname} INN.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} INN is $adj_cozy and $adj_fancy.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} INN is $adj_fancy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Everything about this $adj_feeling_good place is $adj_light and $adj_quiet.</DESCRIPTION> <DESCRIPTION>This $adj_feeling_good place seems completely $adj_light and $adj_quiet.</DESCRIPTION> <DESCRIPTION>This $adj_light and $adj_quiet place is quite $adj_feeling_good.</DESCRIPTION> <DESCRIPTION>The atmosphere of the place is $adj_light, $adj_quiet and $adj_feeling_good.</DESCRIPTION> <DESCRIPTION>This whole place is $adj_light, $adj_noisy and $adj_feeling_good.</DESCRIPTION> <DESCRIPTION>This $adj_feeling_good place seems $adj_light and $adj_quiet.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is posted by the front desk.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION>The hallway to the rooms is beyond the front desk. $desc_exits</DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false" condition="$ROOMLINK_DIR = $ROOMTAG_NODEGATEEXIT" /> <EXIT class="Open" condition="$ROOMLINK_DIR != $ROOMTAG_NODEGATEEXIT" /> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what rooms are available, `buy [keyname]` to get a room key, after which just find the right room and let yourself in." /> <MOB class="GenShopKeeper" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" WHATISELL="INNKEEPER"> <NAME>Innkeeper ${c:fantasy_name1}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name looks bored.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name has rooms available.</DISPLAY> <DISPLAY pickweight="1">$mob_name welcomes you.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="CommonSpeaker" parms="" /> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Fighterness" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a conservative suit</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level" WORNAND="true"> <NAME>a broom</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>STAFF</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> <SHOPINVENTORY> <ITEM select="repeat-$AREA_NUMLEAFS"> <ITEM class="StdInnKey" /> </ITEM> </SHOPINVENTORY> </MOB> </ROOM> <ROOM class="WoodRoom" condition="($__towninndesk >= 1) and ($roomtag_nodetype='street' or $roomtag_nodetype='surround')"> <TITLE>$a_streetprefix $roomrun_desc hallway</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1" action="PREPEND"> <DESCRIPTION>You stand in (a(n)) $adj_any $town_hallway_type that runs $roomrun_desc_long.</DESCRIPTION> <DESCRIPTION>This $adj_any $town_hallway_type runs steeply $roomrun_desc_long.</DESCRIPTION> <DESCRIPTION>You are in (a(n)) $adj_any $town_hallway_type running $roomrun_desc_long.</DESCRIPTION> <DESCRIPTION>This $adj_any $town_hallway_type runs $roomrun_desc_long.</DESCRIPTION> <DESCRIPTION>You are walking through (a(n)) $adj_any $town_hallway_type running $roomrun_desc_long.</DESCRIPTION> <DESCRIPTION>This $adj_any $town_hallway_type heads $roomrun_desc_long.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="all" action="APPEND" insert="desc_exits" /> </DESCRIPTION> <EXIT class="Open" /> </ROOM> <ROOM class="WoodRoom" condition="($__towninndesk >= 1) and ($roomtag_nodetype='leaf')" define="__innroomnumber+=1"> <TITLE>Room number $__innroomnumber</TITLE> <DESCRIPTION>$desc_exits</DESCRIPTION> <EXIT class="GenDoor" hasalock="true" deflocked="true" level="$level_range" keyname="INN$__innroomnumber" /> <ITEM class="GenBed" name="a bed" display="$ITEM_NAME is made here" isgettable="false" /> <ITEM class="GenChair" name="a chair" display="$ITEM_NAME is waiting to be rested upon" isgettable="false" /> <ITEM class="GenMirror" name="a mirror" display="$ITEM_NAME is on the wall." description="You see yourself." isgettable="false" /> <ITEM class="GenTub" name="a tub" display="$ITEM_NAME is here" isgettable="false" /> <ITEM class="GenTable" name="a table" display="$ITEM_NAME is here" isgettable="false" /> <ITEM class="GenContainer" name="a trunk" display="$ITEM_NAME sits at the foot of the bed" HASLID="true" /> </ROOM> </ROOM> <ROOM id="town_temple" class="WoodRoom" condition="$__towntemple<1 and $__numshoptypes_all > 10 and $__townsecond > 5" define="__towntemple+=1,__townthird+=1"> <TITLE select="any-1"> <TITLE>The Temple of ${c:areaname}</TITLE> <TITLE>${c:areaname} Temple</TITLE> <TITLE>The Temple</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_sactified ${c:areaname} temple of the gods.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} temple of the gods is $adj_sactified.</DESCRIPTION> <DESCRIPTION>Your are in the $adj_sactified ${c:areaname} temple of the gods.</DESCRIPTION> <DESCRIPTION>Your are in the $adj_sactified temple of the gods.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Everything about this $adj_light sanctuary is $adj_fancy and $adj_beautiful.</DESCRIPTION> <DESCRIPTION>This $adj_light building seems completely $adj_fancy and $adj_beautiful.</DESCRIPTION> <DESCRIPTION>This $adj_fancy and $adj_beautiful church is quite $adj_light.</DESCRIPTION> <DESCRIPTION>The atmosphere of the sanctuary is $adj_fancy, $adj_beautiful and $adj_light.</DESCRIPTION> <DESCRIPTION>This whole barn is $adj_ragged, $adj_beautiful and $adj_light.</DESCRIPTION> <DESCRIPTION>This $adj_light church seems $adj_fancy and $adj_beautiful.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Worshippers gather here to show their devotion to the gods and get aid.</DESCRIPTION> <DESCRIPTION>Those sick in body and spirit gather here to show devotion to the gods.</DESCRIPTION> <DESCRIPTION>Those devoted to the gods come here to kneel in prayer and seek healing.</DESCRIPTION> <DESCRIPTION>Services to the gods are held here for the devoted, and in between is healing for the sick.</DESCRIPTION> <DESCRIPTION>People gather here for healing and devotion services night and day.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>An ornate sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A holy sign is hanging above the alter.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false" /> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what spells are available, `buy [spellname]` to have a spell cast on you." /> <MOB class="GenShopKeeper" level="($level_range) * 1.05 > 30" race="$_humanoid_races" gender="$anygender" whatisell="caster"> <NAME select="pick-1"> <NAME>${c:fantasy_name1}</NAME> <NAME>Priest ${c:fantasy_name1}</NAME> <NAME>Cleric ${c:fantasy_name1}</NAME> <NAME>Ibn ${c:fantasy_name1}</NAME> <NAME>Friar ${c:fantasy_name1}</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is ready to tend your wounds.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name welcomes you.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="Healer" /> <BEHAVIOR class="CommonSpeaker" parms="" /> <BEHAVIOR class="Clericness" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a healer`s robe</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a holy sceptor</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> <SHOPINVENTORY> <ABILITY class="Prayer_CureDisease" number=1000/> <ABILITY class="Prayer_Heal" number=1000/> <ABILITY class="Prayer_Bless" number=1000/> <ABILITY class="Prayer_RemovePoison" number=1000/> <ABILITY class="Prayer_CureBlindness" number=1000/> <ABILITY class="Prayer_CureDeafness" number=1000/> <ABILITY class="Prayer_RestoreVoice" number=1000/> <ABILITY class="Prayer_RestoreSmell" number=1000/> <ABILITY class="Prayer_Restoration" number=1000/> <ABILITY class="Prayer_RemoveCurse" number=1000/> </SHOPINVENTORY> </MOB> <ITEM class="GenContainer" LEVEL="1" isgettable="false" capacity=100000 hasalid=false> <NAME>the sacrificial pit</NAME> <DISPLAY>$item_name sits here"</DISPLAY> <MATERIAL>STONE</MATERIAL> <AFFECT class="Prop_Trashcan"></AFFECT> </ITEM> <ITEM class="GenFountain" LEVEL="$mob_level" isgettable="false" liquidheld=1000000 hasalid=false> <NAME>a fountain</NAME> <DISPLAY>$item_name flows from the wall</DISPLAY> <MATERIAL>STONE</MATERIAL> </ITEM> </ROOM> <ROOM id="town_shop" class="WoodRoom" condition="$__numshoptypes_all <=10"> <TITLE select="pick-1"> <TITLE pickweight=1>${c:fantasy_name1}`s ${c:shoptype} Shop</TITLE> <TITLE pickweight=1>${c:fantasy_name1}`s ${c:shoptype} Store</TITLE> <TITLE pickweight=2 condition="$shoptype='weapon'">The ${c:smithywords} and ${c:weaponsmithywords}</TITLE> <TITLE pickweight=2 condition="$shoptype='armor'">The ${c:smithywords} and ${c:armorsmithywords}</TITLE> <TITLE pickweight=1 condition="$shoptype='general'">${c:fantasy_name1}`s Dry Goods</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_tidy $adj_phys_size_large $shoptype shop of $fantasy_name1.</DESCRIPTION> <DESCRIPTION>This is the $adj_tidy $shoptype shop of $fantasy_name1.</DESCRIPTION> <DESCRIPTION>This is the $adj_tidy $adj_phys_size_small $shoptype shop of $fantasy_name1.</DESCRIPTION> <DESCRIPTION>The $shoptype shop of $fantasy_name1 is $adj_tidy and $adj_phys_size_large.</DESCRIPTION> <DESCRIPTION>The $shoptype shop of $fantasy_name1 is $adj_phys_size_small and $adj_tidy.</DESCRIPTION> <DESCRIPTION>The $shoptype shop of $fantasy_name1 is $adj_tidy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>${c:pshoptypes} line shelves and racks throughout the store.</DESCRIPTION> <DESCRIPTION>${c:pshoptypes} are stacked on shelves and racks all over the place.</DESCRIPTION> <DESCRIPTION>${c:pshoptypes} are lined on shelves and racks behind the counter.</DESCRIPTION> <DESCRIPTION>${c:pshoptypes} are piled on tables and counters around the store.</DESCRIPTION> <DESCRIPTION>Shelves and racks all around the store are full of $pshoptypes.</DESCRIPTION> <DESCRIPTION>Shelves and racks all around the store are lined with $pshoptypes.</DESCRIPTION> <DESCRIPTION>Shelves and racks all around the store are piled with $pshoptypes.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION select="any-1" condition="$shoptype='weapon' or $shoptype='armor'"> <DESCRIPTION>Smoke from the $adj_burning forge stings your eyes.</DESCRIPTION> <DESCRIPTION>A smoking forge in the back is bright with fire.</DESCRIPTION> <DESCRIPTION>The $adj_burning heat from a forge lights the room.</DESCRIPTION> <DESCRIPTION>The $adj_light store is lit from a adj_burning forge.</DESCRIPTION> <DESCRIPTION>A $adj_burning forge can be seen in the back.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1" condition="$shoptype='food'"> <DESCRIPTION>Sweat and spicy spells from the ovens float around the room.</DESCRIPTION> <DESCRIPTION>A thin layer of flour coats the floor.</DESCRIPTION> <DESCRIPTION>Delicious smells can be detected from the cooking area.</DESCRIPTION> <DESCRIPTION>Your mouth begins to water just being here.</DESCRIPTION> <DESCRIPTION>You can almost taste all the great smells in here.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1" condition="$shoptype!='weapon' and $shoptype!='armor' and $shoptype!='food'"> <DESCRIPTION>Tools, workbenches, and other clutter make it hard to get around.</DESCRIPTION> <DESCRIPTION>Price tags seem to hang off everything. Is this a garage sale?</DESCRIPTION> <DESCRIPTION>You feel like this probably a honest place to shop.</DESCRIPTION> <DESCRIPTION>The way the light catches the merchandise makes your wallet feel heavier.</DESCRIPTION> <DESCRIPTION>There`s so much here you feel you could probably spend all day.</DESCRIPTION> <DESCRIPTION>You don`t suppose this place gets visitors every day.</DESCRIPTION> <DESCRIPTION>By the footprints on the floor, you guess this place sees lots of patrons.</DESCRIPTION> <DESCRIPTION>The store is quaint and rustic, and it appears everything is bad on-premises.</DESCRIPTION> <DESCRIPTION>The shop seems decorated rather exoticly for such mundane wares.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> <DESCRIPTION>A sign is posted by the counter.</DESCRIPTION> <DESCRIPTION>A sign is posted on the counter.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>When you`re done shopping, the exit is $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false"> <AFFECT class="Prop_ClosedDayNight" /> </EXIT> <AFFECT class="Prop_ClosedDayNight" /> <MOB class="GenShopKeeper" level="($level_range) * 1.05" id="shop_patron" whatisell="$wshoptype" race="$_humanoid_races" gender="$anygender" prejudice="SELL=1.0 ; BUY=2.0"> <NAME>$fantasy_name1</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is ready to serve.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Scavenger" parms="" /> <BEHAVIOR class="Fighterness" parms="" condition="$shoptype!='potion' and $shoptype!='magic' and $shoptype!='jewelry'"/> <BEHAVIOR class="Mageness" parms="" condition="($NOFANTASY != 'true') and ($shoptype='potion' or $shoptype='magic' or $shoptype='jewelry')"/> <BEHAVIOR class="CommonSpeaker" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>(a(n)) apron</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>WAIST,LEGS</PROPERWORN><WORNAND>true</WORNAND> <LAYER>4</LAYER> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>(a(n)) ${shoptype}working tool</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>IRON</MATERIAL> <WEAPONCLASS>DAGGER</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> </ITEM> <SHOPINVENTORY select="all"> <ITEM select="all" condition="$shoptype='weapon'"> <ITEM class="metacraft:all-weaponsmithing<$mob_level" material="$any_cheap_metal" number=20/> <ITEM class="metacraft:all-masterweaponsmithing<$mob_level" material="$any_cheap_metal" number=20/> </ITEM> <ITEM select="all" condition="$shoptype='armor'"> <ITEM class="metacraft:all-armorsmithing<$mob_level" material="$any_cheap_metal" number=20/> <ITEM class="metacraft:all-masterarmorsmithing<$mob_level" material="$any_cheap_metal" number=20/> </ITEM> <ITEM select="all" condition="$shoptype='magic' and ($NOFANTASY != 'true')"> <ITEM class="metacraft:all-glassblowing<$mob_level=GenWand" number=20/> <ITEM class="metacraft:all-blacksmithing<$mob_level=GenWand" material="$any_cheap_metal" number=20/> <ITEM class="metacraft:any-scrollscribing < $level_range" number=20 price="$item_level * 100"/> <ITEM class="metacraft:any-scrollscribing < $level_range" number=20 price="$item_level * 100"/> <ITEM class="metacraft:any-scrollscribing < $level_range" number=20 price="$item_level * 100"/> <ITEM class="metacraft:any-scrollscribing < $level_range" number=20 price="$item_level * 100"/> <ITEM class="metacraft:any-scrollscribing < $level_range" number=20 price="$item_level * 100"/> <ITEM class="metacraft:any-alchemy < $level_range" number=20 price="$item_level * 10"/> <ITEM class="metacraft:any-alchemy < $level_range" number=20 price="$item_level * 10"/> <ITEM class="metacraft:any-alchemy < $level_range" number=20 price="$item_level * 10"/> <ITEM class="metacraft:any-alchemy < $level_range" number=20 price="$item_level * 10"/> <ITEM class="metacraft:any-alchemy < $level_range" number=20 price="$item_level * 10"/> <ITEM class="metacraft:any-herbalism < $level_range" number=20 price="$item_level * 10"/> <ITEM class="metacraft:any-herbalism < $level_range" number=20 price="$item_level * 10"/> <ITEM class="metacraft:any-herbalism < $level_range" number=20 price="$item_level * 10"/> <ITEM class="metacraft:any-herbalism < $level_range" number=20 price="$item_level * 10"/> <ITEM class="metacraft:any-herbalism < $level_range" number=20 price="$item_level * 10"/> </ITEM> <ITEM select="all" condition="$shoptype='jewelry'"> <ITEM class="metacraft:all-jewelmaking<$mob_level" material="$any_cheap_metal" number=20/> </ITEM> <MOB select="all" condition="$shoptype='pet'"> <MOB class="Monkey" number=20/><MOB class="Dog" number=20/><MOB class="Fox" number=20/><MOB class="Duck" number=20/><MOB class="Falcon" number=20/><MOB class="Bee" number=20/> <MOB class="Tiger" number=20/><MOB class="Rat" number=20/><MOB class="Puppy" number=20/><MOB class="Pig" number=20/><MOB class="Lizard" number=20/><MOB class="Lion" number=20/> </MOB> <ITEM select="all" condition="$shoptype='potion'"> <ITEM select="repeat-40"> <ITEM class="metacraft:any-alchemy<$mob_level" number=200 price="$item_level * 9"/> </ITEM> <ITEM select="repeat-40"> <ITEM class="metacraft:any-herbalism<$mob_level" number=200 price="$item_level * 9"/> </ITEM> </ITEM> <ITEM select="all" condition="$shoptype='general'"> <ITEM class="metacraft:all-leatherworking<$mob_level=GenContainer=GenDrink" material="leather" number=20/> <ITEM class="metacraft:all-masterleatherworking<$mob_level=GenContainer=GenDrink" material="leather" number=20/> <ITEM class="metacraft:all-blacksmithing<$mob_level=GenContainer=GenDrink=LightSource=GenRideable" material="$any_cheap_metal" number=20/> <ITEM class="metacraft:all-weaving<$mob_level=GenContainer=GenRideable" material="hemp" number=20/> <ITEM class="metacraft:all-glassblowing<$mob_level" number=20/> <ITEM class="metacraft:all-pottery<$mob_level" material="clay" number=20/> </ITEM> <ITEM select="all" condition="$shoptype='leather'"> <ITEM class="metacraft:all-leatherworking<$mob_level=GenArmor=GenWeapon" material="leather" number=20/> <ITEM class="metacraft:all-masterleatherworking<$mob_level=GenArmor=GenWeapon" material="leather" number=20/> </ITEM> <ITEM select="all" condition="$shoptype='wood'"> <ITEM class="metacraft:all-carpentry<$mob_level=GenWeapon=GenArmor=GenContainer" material="$any_wood" number=20/> <ITEM class="metacraft:all-fletching<$mob_level" material="$any_wood" number=20/> <ITEM class="metacraft:all-cobbler<$mob_level" material="$any_wood" number=20/> </ITEM> <ITEM select="all" condition="$shoptype='tailor'"> <ITEM class="metacraft:all-tailoring<$mob_level" material="$any_cheap_cloth" number=20/> <ITEM class="metacraft:all-mastertailoring<$mob_level" material="$any_cheap_cloth" number=20/> <ITEM class="metacraft:all-weaving<$mob_level=GenArmor=GenWeapon" material="hemp" number=20/> </ITEM> <ITEM select="all" condition="$shoptype='food'"> <ITEM class="metacraft:all-cooking<$mob_level" number=20 price="$item_level * 2"/> <ITEM class="metacraft:all-mastercooking<$mob_level" number=20 price="$item_level * 2"/> <ITEM class="metacraft:all-baking<$mob_level" number=20 price="$item_level * 2"/> <ITEM class="metacraft:all-masterbaking<$mob_level" number=20 price="$item_level * 2"/> </ITEM> </SHOPINVENTORY> </MOB> <ITEM class="GenWallpaper" name="a sign" isreadable="true" readableText="Use `list` to see what is for sale, `view [itemname]` to see more information, `buy [itemname]` to buy something, `value [itemname]` to value your item, or `sell [itemname]` to try to sell something of yours." /> <ITEM class="GenFountain" LEVEL="$mob_level" isgettable="false" liquidheld=1000000 hasalid=false condition="$shoptype='food'"> <NAME>a drinking fountain</NAME> <DISPLAY>$item_name flows from the wall"</DISPLAY> <MATERIAL>STONE</MATERIAL> </ITEM> </ROOM> <ROOM id="town_park" class="WoodsGrid" condition="$__townpark<1 and $__numshoptypes_all > 10 and $__townsecond > 5" define="__townpark+=1,__townthird+=1" xsize="3?5" ysize="3?5"> <TITLE select="any-1"> <TITLE>The ${c:areaname} Park</TITLE> <TITLE>${c:areaname} Park</TITLE> <TITLE>The Park</TITLE> </TITLE> <DESCRIPTION> You are wandering around the ${c:areaname} park. Seeing the sky through the trees makes you feel glorious. ${c:adj_beautiful} trees and shrubs surround you at every step. <P> You are strolling through ${c:areaname} park. The sky above and the fresh air do you good. ${c:adj_beautiful} trees and shrubs surround you at every step. <P> You are walking around in ${c:areaname} park. There doesn't appear to be any clear paths through the trees. <P> You are in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes and $adj_lots of grass and dirt underfoot. <P> You are in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes. Also, there is $adj_lots of grass and dirt underfoot. <P> You are in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes. There is $adj_lots of grass and dirt underfoot. <P> You are in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes. Grass and dirt are underfoot. <P> You are walking around in ${c:areaname} park. The sky through the trees makes you feel $adj_feeling_good. There is $adj_lots of grass and dirt underfoot. <P> You are strolling through ${c:areaname} park. ${c:adj_beautiful} trees and shrubs surround you at every step. <P> You are wandering around the ${c:areaname} park. ${c:adj_beautiful} trees and shrubs surround you at every step. <P> You are walking around in ${c:areaname} park. There are $adj_lots of trees and $adj_lots of bushes and $adj_lots of grass and dirt underfoot. There is also $adj_lots of fresh air. <P> You are walking around in ${c:areaname} park. ${c:adj_beautiful} trees and shrubs surround you at every step. <P> You are walking around in ${c:areaname} park. You feel like you could wander around here forever. <P> </DESCRIPTION> <EXIT class="Open" /> <MOB select="repeat-15"> <MOB class="genmob" copyof="Bee"><BEHAVIOR CLASS="Mobile" /></MOB> <MOB class="genmob" copyof="Doe"><BEHAVIOR CLASS="Mobile" /></MOB> <MOB class="genmob" copyof="Fox"><BEHAVIOR CLASS="Mobile" /></MOB> <MOB class="genmob" copyof="Duck"><BEHAVIOR CLASS="Mobile" /></MOB> <MOB class="genmob" copyof="Rabbit"><BEHAVIOR CLASS="Mobile" /></MOB> <MOB class="genmob" copyof="Squirrel"><BEHAVIOR CLASS="Mobile" /></MOB> </MOB> </ROOM> <ROOM id="town_stables" class="WoodRoom" condition="$__townstables<1 and $__numshoptypes_all > 10 and $__townsecond > 5" define="__townstables+=1,__townthird+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} Stables</TITLE> <TITLE>${c:areaname} Stables</TITLE> <TITLE>The Stables</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_untidy $adj_filthy ${c:areaname} Stables.</DESCRIPTION> <DESCRIPTION>This is the $adj_filthy $adj_phys_size_small ${c:areaname} Stables.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Stables is $adj_phys_size_small and $adj_filthy.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Stables is $adj_filthy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Everything about this $adj_untidy barn is $adj_ragged and $adj_smelly.</DESCRIPTION> <DESCRIPTION>This $adj_untidy barn seems completely $adj_ragged and $adj_smelly.</DESCRIPTION> <DESCRIPTION>This $adj_ragged and $adj_smelly barn is quite $adj_untidy.</DESCRIPTION> <DESCRIPTION>The atmosphere of the barn is $adj_ragged, $adj_smelly and $adj_untidy.</DESCRIPTION> <DESCRIPTION>This whole barn is $adj_ragged, $adj_smelly and $adj_untidy.</DESCRIPTION> <DESCRIPTION>This $adj_untidy barn seems $adj_ragged and $adj_smelly.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Mounts can be both purchased and housed here, for a fee.</DESCRIPTION> <DESCRIPTION>You can both purchase mounts here, and stable them for a time.</DESCRIPTION> <DESCRIPTION>There are are horses for sale, and stables for rent to house your own mounts.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Straw covers the floor, and bags of feed sit near a water trough.</DESCRIPTION> <DESCRIPTION>The floor is covered in a bed of straw. Feed bags, water buckets, and other tools hang on the walls.</DESCRIPTION> <DESCRIPTION>Through the smell and jumble you can see feed bags and other vitals on the hay covered floor.</DESCRIPTION> <DESCRIPTION>Everything a growing animal needs is scattered around here, with various implements you can only guess about hanging on the walls.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false" /> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your account, `buy [itemname]` to acquire a horse, `borrow [amount]` to borrow money." /> <MOB class="GenShopKeeper" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" WHATISELL="PETS"> <NAME>Stable-Master ${c:fantasy_name1}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is here working.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name welcomes you.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="Nanny" parms="RATE=1.0 NAME="${c:areaname} Stables" WATCHES="mounts,wagons,followers"" /> <BEHAVIOR class="Fighterness" parms="" /> <BEHAVIOR class="CommonSpeaker" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a stablehand`s uniform</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a shovel</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>POLEARM</WEAPONCLASS> <WEAPONTYPE>SLASHING</WEAPONTYPE> </ITEM> <SHOPINVENTORY> <ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/> <ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/> <ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/> <ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/> <ITEM class="GenRideable" name="a $adj_mammal_color horse" display="$mob_name is here" number=20/> </SHOPINVENTORY> </MOB> </ROOM> <ROOM id="town_daycare" class="WoodRoom" condition="$__towndaycare<1 and $__numshoptypes_all > 10 and $__townsecond > 5" define="__towndaycare+=1,__townthird+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} Day Care</TITLE> <TITLE>${c:areaname} ${c:adj_happy} Day Care</TITLE> <TITLE>The Day Care</TITLE> <TITLE>The ${c:adj_happy} Day Care</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_untidy $adj_happy ${c:areaname} Day Care.</DESCRIPTION> <DESCRIPTION>This is the $adj_happy $adj_phys_size_small ${c:areaname} Day Care.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Day Care is $adj_phys_size_small and $adj_happy.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Day Care is $adj_happy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Everything about this $adj_feeling_good room is $adj_light and $adj_noisy.</DESCRIPTION> <DESCRIPTION>This $adj_feeling_good room seems completely $adj_light and $adj_noisy.</DESCRIPTION> <DESCRIPTION>This $adj_light and $adj_noisy room is quite $adj_feeling_good.</DESCRIPTION> <DESCRIPTION>The atmosphere of the room is $adj_light, $adj_noisy and $adj_feeling_good.</DESCRIPTION> <DESCRIPTION>This whole room is $adj_light, $adj_noisy and $adj_feeling_good.</DESCRIPTION> <DESCRIPTION>This $adj_feeling_good room seems $adj_light and $adj_noisy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION>The walls are all painted $adj_colored_color and toys are scattered on the $adj_untidy floor.</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Everything from the furnishings, to the stuff, to the toddlers scream for $town_fun.</DESCRIPTION> <DESCRIPTION>Children full of $town_fun bounce around here.</DESCRIPTION> <DESCRIPTION>Nannies are here chasing $adj_lots of children around has they enjoy their $town_fun.</DESCRIPTION> <DESCRIPTION>${c:adj_lots} of children run around for $town_fun.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false" /> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your account, `deposit [itemname]` to deposit and item or money, `withdraw [itemname]` to remove an item or money, `borrow [amount]` to borrow money." /> <MOB class="GenMob" level="($level_range) * 1.05" race="$_humanoid_races" gender="F"> <NAME>Nanny ${c:fantasy_name1}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is exhausted.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is running around yelling.</DISPLAY> <DISPLAY pickweight="1">$mob_name welcomes you.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Nanny" parms="" /> <BEHAVIOR class="Fighterness" parms="" /> <BEHAVIOR class="CommonSpeaker" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a nanny`s uniform</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a ruler</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> </MOB> </ROOM> <ROOM id="town_clanbank" class="WoodRoom" condition="$__townclanbank<1 and $__numshoptypes_all > 10 and $__townsecond > 5" define="__townclanbank+=1,__townthird+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} Clan Bank</TITLE> <TITLE>${c:areaname} Clan Bank and Trust</TITLE> <TITLE>The Clan Bank</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_tidy $adj_phys_size_large ${c:areaname} Clan Bank.</DESCRIPTION> <DESCRIPTION>This is the $adj_tidy $adj_phys_size_small ${c:areaname} Clan Bank.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Clan Bank is $adj_phys_size_small and $adj_tidy.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Clan Bank is $adj_tidy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Everything about this $adj_fancy building is $adj_light and $adj_quiet.</DESCRIPTION> <DESCRIPTION>This $adj_fancy building seems completely $adj_light and $adj_quiet.</DESCRIPTION> <DESCRIPTION>This $adj_light and $adj_quiet building is quite $adj_fancy.</DESCRIPTION> <DESCRIPTION>The atmosphere of the building is $adj_light, $adj_quiet and $adj_fancy.</DESCRIPTION> <DESCRIPTION>This whole building is $adj_light, $adj_quiet and $adj_fancy.</DESCRIPTION> <DESCRIPTION>This $adj_fancy building seems $adj_light and $adj_fancy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION>A long counter divides the room in half, and ropes keep the long lines of people in order.</DESCRIPTION> <DESCRIPTION>Like most banks,</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>the furnishings and decore here is very $adj_conservative and $adj_subdued.</DESCRIPTION> <DESCRIPTION>the art and furniture here is $adj_conservative and $adj_subdued.</DESCRIPTION> <DESCRIPTION>${c:adj_conservative} and $adj_subdued art and furnishings adorn the room.</DESCRIPTION> <DESCRIPTION>${c:adj_subdued} art and the $adj_conservative furnishings adorn the room.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION>Tasteful banners of all the clans are hung from the ceiling.</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> <DESCRIPTION>A sign is posted by the counter.</DESCRIPTION> <DESCRIPTION>A sign is posted on the counter.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false"> <AFFECT class="Prop_ClosedDayNight" /> </EXIT> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your account, `deposit [itemname]` to deposit and item or money, `withdraw [itemname]` to remove an item or money, `borrow [amount]` to borrow money." /> <AFFECT class="Prop_ClosedDayNight" /> <MOB class="GenBanker" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" WHATISELL="CLAN BANKER"> <NAME>Bank clerk ${c:fantasy_name1}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is here to serve.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here, looking dapper.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Scavenger" parms="" /> <BEHAVIOR class="Fighterness" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a conservative uniform</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a money clip</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>IRON</MATERIAL> <WEAPONCLASS>DAGGER</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> </ITEM> </MOB> </ROOM> <ROOM id="town_cityhall" class="WoodRoom" condition="$__towncityhall<1 and $__numshoptypes_all > 10" define="__towncityhall+=1,__townsecond+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} $__cityhalltype</TITLE> <TITLE>${c:areaname} $__cityhalltype</TITLE> <TITLE>The $__cityhalltype</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_fancy, $adj_majestic, $adj_phys_size_large ${c:areaname} $__cityhalltype.</DESCRIPTION> <DESCRIPTION>The $adj_majestic ${c:areaname} $__cityhalltype is $adj_phys_size_large and $adj_fancy.</DESCRIPTION> <DESCRIPTION>The $adj_phys_size_large $adj_majestic ${c:areaname} $__cityhalltype is $adj_fancy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The $adj_majestic markings of officialdom and justice adorn this $adj_light room. The $adj_conservative people here clearly want to be in charge.</DESCRIPTION> <DESCRIPTION>From the furniture, to the $adj_majestic art, this $adj_light room says $adj_conservative office and justice.</DESCRIPTION> <DESCRIPTION>The $adj_conservative markings of $adj_majestic officialdom and justice adorn this building.</DESCRIPTION> <DESCRIPTION>From the $adj_light floors to the $adj_majestic furnishings and all the other $adj_conservative markings of officialdom, you are impressed with this building.</DESCRIPTION> <DESCRIPTION>All around this $adj_light building is $adj_majestic and $adj_conservative furnishings speaking of authority and justice.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION>In this building the business of the ${l:__citytype} is done and its judgements made.</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Petitioners and ${l:__cityattendant}s go about their activities here.</DESCRIPTION> <DESCRIPTION>Petitioners line up patiently here, while ${l:__cityattendant}s see to their own business.</DESCRIPTION> <DESCRIPTION>In one area of the building, petitioners await their opportunity for an audience. Elsewhere, ${l:__cityattendant}s roam about quietly.</DESCRIPTION> <DESCRIPTION>${c:__cityattendant}s see to the orderly admission of petitioners for an audience here.</DESCRIPTION> <DESCRIPTION>Although not a crowded place, there are petitioners and ${l:__cityattendant}s here all the time.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false" /> <MOB class="GenMob" level="30+(($level_range) * 1.1)<91" race="$_humanoid_races" gender="$anygender"> <NAME>$__chieftype ${c:fantasy_name1}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is ready to dispense justice.</DISPLAY> <DISPLAY pickweight="1">$mob_name is calling for bids.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="Fighterness" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a ${l:__chieftype}`s uniform</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a gavel</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> </MOB> <MOB select="repeat-3" insert="town_cityguard" /> </ROOM> <ROOM id="town_auctionhall" class="WoodRoom" condition="$__townauctionhall<1 and $__numshoptypes_all > 10" define="__townauctionhall+=1,__townsecond+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} Auction Hall</TITLE> <TITLE>${c:areaname} Auction Hall</TITLE> <TITLE>The Auction Hall</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_noisy $adj_phys_size_large ${c:areaname} Auction Hall.</DESCRIPTION> <DESCRIPTION>This is the $adj_noisy $adj_phys_size_small ${c:areaname} Auction Hall.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Auction Hall is $adj_phys_size_small and $adj_noisy.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Auction Hall is $adj_noisy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Tables with various items line the walls, all of which are marked for auction.</DESCRIPTION> <DESCRIPTION>The lots up for auction sit in open boxes near the back of the room.</DESCRIPTION> <DESCRIPTION>Around the room are the available lots sitting on individual tables with little tags.</DESCRIPTION> <DESCRIPTION>The upcoming auction lots can be seen on tables around the room.</DESCRIPTION> <DESCRIPTION>All the lots up for auction rest quietly on tables with numbered tags tied neatly to them.</DESCRIPTION> <DESCRIPTION>A long table behind the auctioneer is covered with all the upcoming lots.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>People stand around here chatting, shouting, and generally trying to catch a good deal.</DESCRIPTION> <DESCRIPTION>This run down building is quite busy with folks trying to win a cheap deal.</DESCRIPTION> <DESCRIPTION>People are here selling, people are here shouting prices, people are talking about the lots. Lots of people.</DESCRIPTION> <DESCRIPTION>People talking and walking around view and discuss the lots. Other people shout bids to the auctioneer.</DESCRIPTION> <DESCRIPTION>Bustling folks examine and discuss the upcoming lots while attentive people shout bits to the auctioneer.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> <DESCRIPTION>A sign is posted by the counter.</DESCRIPTION> <DESCRIPTION>A sign is posted on the counter.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false"> <AFFECT class="Prop_ClosedDayNight" /> </EXIT> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is up for auction, `bid [amount] [itemname]` make a bid, `sell [itemname]` to put an item up for auction, or `view [itemname]` to get more information." /> <AFFECT class="Prop_ClosedDayNight" /> <MOB class="GenAuctioneer" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender"> <NAME>Auctioneer ${c:fantasy_name1}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is shouting out prices.</DISPLAY> <DISPLAY pickweight="1">$mob_name is calling for bids.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Scavenger" parms="" /> <BEHAVIOR class="Fighterness" parms="" /> <BEHAVIOR class="CommonSpeaker" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a colonel`s uniform</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>an auction pointer</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>IRON</MATERIAL> <WEAPONCLASS>DAGGER</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> </ITEM> </MOB> </ROOM> <ROOM id="town_postoffice" class="WoodRoom" condition="$__townpostoffice<1 and $__numshoptypes_all > 10" define="__townpostoffice+=1,__townsecond+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} Post Office</TITLE> <TITLE>${c:areaname} Post Office</TITLE> <TITLE>The ${c:areaname} Post</TITLE> <TITLE>The Post Office</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_tidy $adj_phys_size_large ${c:areaname} Post Office.</DESCRIPTION> <DESCRIPTION>This is the $adj_tidy $adj_phys_size_small ${c:areaname} Post Office.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Post Office is $adj_phys_size_small and $adj_tidy.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Post Office is $adj_tidy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Rows and stacks of boxes line the room awaiting delivery.</DESCRIPTION> <DESCRIPTION>Piles of assorted mail lay untouched in the corners, collecting cobwebs.</DESCRIPTION> <DESCRIPTION>A long counter divides the room in half, and ropes held keep the long lines of people in order.</DESCRIPTION> <DESCRIPTION>Mailboxes line the walls along side an assortment of wanted posters.</DESCRIPTION> <DESCRIPTION>A very outdated copy of the ${c:areaname} Most Wanted list hangs near the door.</DESCRIPTION> <DESCRIPTION>Envelopes of all sizes are heaped into hugh piles around the room.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Delivery men wander in and out carrying bags of mail.</DESCRIPTION> <DESCRIPTION>This run down building is still quite busy with delivery boys and patrons.</DESCRIPTION> <DESCRIPTION>Postmen are working hard sorting packages.</DESCRIPTION> <DESCRIPTION>Several large crates have been pried open by curious postal workers.</DESCRIPTION> <DESCRIPTION>For a slight fee, the postmaster will see that your letter is delivered promptly.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> <DESCRIPTION>A sign is posted by the counter.</DESCRIPTION> <DESCRIPTION>A sign is posted on the counter.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false"> <AFFECT class="Prop_ClosedDayNight" /> </EXIT> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your box, `deposit [itemname]` to mail an item, `withdraw [itemname]` to remove an item." /> <ITEM class="GenWallpaper" name="WANTED posters wall" description="Faces of various known Killers and Thieves can barely be seen." /> <AFFECT class="Prop_ClosedDayNight" /> <MOB class="GenPostman" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender" prejudice="SELL=1.0 ; BUY=2.0"> <NAME select="any-1"> <NAME>Postal clerk ${c:fantasy_name1}</NAME> <NAME>Postman ${c:fantasy_name1}</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is moving very slowly.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here, rain or shine.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Scavenger" parms="" /> <BEHAVIOR class="Fighterness" parms="" /> <BEHAVIOR class="CommonSpeaker" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>(a(n)) postal uniform</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>(a(n)) letter opener</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>IRON</MATERIAL> <WEAPONCLASS>DAGGER</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> </ITEM> <SHOPINVENTORY> <ITEM class="metacraft" name="a piece of paper" number=100/> </SHOPINVENTORY> </MOB> </ROOM> <ROOM id="town_bank" class="WoodRoom" condition="$__townbank<1 and $__numshoptypes_all > 10" define="__townbank+=1,__townsecond+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} Bank</TITLE> <TITLE>${c:areaname} Bank and Trust</TITLE> <TITLE>The Bank</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_tidy $adj_phys_size_large ${c:areaname} Bank.</DESCRIPTION> <DESCRIPTION>This is the $adj_tidy $adj_phys_size_small ${c:areaname} Bank.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Bank is $adj_phys_size_small and $adj_tidy.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Bank is $adj_tidy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Everything in this $adj_fancy building is $adj_light and $adj_quiet.</DESCRIPTION> <DESCRIPTION>This $adj_fancy building is completely $adj_light and $adj_quiet.</DESCRIPTION> <DESCRIPTION>This $adj_light and $adj_quiet room is $adj_fancy.</DESCRIPTION> <DESCRIPTION>The atmosphere here is $adj_light, $adj_quiet and $adj_fancy.</DESCRIPTION> <DESCRIPTION>This building is $adj_light, $adj_quiet and $adj_fancy.</DESCRIPTION> <DESCRIPTION>This $adj_fancy building is $adj_light and $adj_fancy.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION>A long counter divides the room in half, and ropes held keep the long lines of people in order.</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The furniture and decore here is very $adj_conservative and $adj_subdued.</DESCRIPTION> <DESCRIPTION>Even the art and furnishings here is $adj_conservative and $adj_subdued.</DESCRIPTION> <DESCRIPTION>${c:adj_conservative} and $adj_subdued tapestries, paintings and furnishings adorn the room.</DESCRIPTION> <DESCRIPTION>The $adj_subdued art and tapestries, and the $adj_conservative furnishings adorn the room.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the door.</DESCRIPTION> <DESCRIPTION>A sign is posted by the counter.</DESCRIPTION> <DESCRIPTION>A sign is posted on the counter.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the counter.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false"> <AFFECT class="Prop_ClosedDayNight" /> </EXIT> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `list` to see what is in your account, `deposit [itemname]` to deposit and item or money, `withdraw [itemname]` to remove an item or money, `borrow [amount]` to borrow money." /> <AFFECT class="Prop_ClosedDayNight" /> <MOB class="GenBanker" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender"> <NAME>Bank clerk ${c:fantasy_name1}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is here to serve.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here, looking dapper.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Scavenger" parms="" /> <BEHAVIOR class="Fighterness" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a conservative uniform</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a money clip</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>IRON</MATERIAL> <WEAPONCLASS>DAGGER</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> </ITEM> </MOB> </ROOM> <ROOM id="town_prison" class="WoodRoom" condition="$__townprison<1 and $__numshoptypes_all > 10" define="__townprison+=1,__townsecond+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} Prison</TITLE> <TITLE>${c:areaname} Jail</TITLE> <TITLE>The Jail</TITLE> <TITLE>The Prison</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in (a(n)) $adj_nasty prison cell.</DESCRIPTION> <DESCRIPTION>You are in (a(n)) $adj_nasty cell for common prisoners.</DESCRIPTION> <DESCRIPTION>You`re inside (a(n)) $adj_nasty prisoner`s holding cell.</DESCRIPTION> <DESCRIPTION>This is (a(n)) $adj_nasty prison cell.</DESCRIPTION> <DESCRIPTION>This is (a(n)) $adj_nasty cell for common prisoners.</DESCRIPTION> <DESCRIPTION>This is (a(n)) $adj_nasty prisoner`s holding cell.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You hear $adj_scary_feeling squeeking coming from the corner.</DESCRIPTION> <DESCRIPTION>You hear the $adj_scary_feeling sounds of tiny pattering around you.</DESCRIPTION> <DESCRIPTION>Something has left droppings here.</DESCRIPTION> <DESCRIPTION>Some $adj_scary_feeling soul obviously relieved itself here.</DESCRIPTION> <DESCRIPTION>Bits of half-eaten trash can be seen around here.</DESCRIPTION> <DESCRIPTION>Bits of some half-eaten mold are here.</DESCRIPTION> <DESCRIPTION>Was that the sound of something $adj_scary_feeling?</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long, not that it matters now.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long, which doesn't matter anymore.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" hasalock="true" deflocked="true" level=91 keyname="$areaname prisonkey" /> </ROOM> <ROOM id="town_school" class="WoodRoom" condition="$__townschool<1 and $__numshoptypes_all > 10" define="__townschool+=1,__townsecond+=1"> <TITLE select="any-1"> <TITLE>The ${c:areaname} Training Academy</TITLE> <TITLE>${c:areaname} Training Academy</TITLE> <TITLE>The Training Academy</TITLE> </TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>This is the $adj_phys_size_large $adj_roomwords ${c:areaname} Training Academy.</DESCRIPTION> <DESCRIPTION>The ${c:areaname} Training Academy is $adj_phys_size_large and $adj_roomwords.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>${c:adj_strange} and $adj_useful training equipment and devices are all over the place.</DESCRIPTION> <DESCRIPTION>Piles of $adj_strange books and devices are here for the use of students.</DESCRIPTION> <DESCRIPTION>${c:adj_strange} and $adj_useful training equipment and books for use by the students sit on shelves.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>${c:adj_personality} students train here under the watchful eye of ${adj_personality} teachers.</DESCRIPTION> <DESCRIPTION>${c:adj_personality} trainers are here showing students the ropes.</DESCRIPTION> <DESCRIPTION>${c:adj_personality} students are driving their trainers $adj_crazy.</DESCRIPTION> <DESCRIPTION>${c:adj_personality} students busily learning their craft.</DESCRIPTION> <DESCRIPTION>All over the room, ${c:adj_personality} students train at the feet of ${adj_personality} teachers.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>A sign is posted on the wall.</DESCRIPTION> <DESCRIPTION>A sign is hanging above the exit.</DESCRIPTION> <DESCRIPTION>A sign is posted by the exit.</DESCRIPTION> <DESCRIPTION>A sign is posted near the exit.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The exit is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION>The street is to the $roomexits_desc_long.</DESCRIPTION> <DESCRIPTION condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</DESCRIPTION> </DESCRIPTION> </DESCRIPTION> <EXIT class="GenDoor" defclosed="false" /> <ITEM class="GenWallpaper" name="sign" isreadable="true" readableText="Use `train [classname]` to change classes, `train [statname]` improve a stat, `gain [skillname]` to learn a new skill, or `practice [skillname]` to improve a skill." /> <MOB class="GenMob" level="($level_range) * 1.05" race="$_humanoid_races" gender="$anygender"> <NAME select="any-1"> <NAME>Guildmaster ${c:fantasy_name1}</NAME> <NAME>Master ${c:fantasy_name1}</NAME> <NAME>Professor ${c:fantasy_name1}</NAME> </NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is waiting to show you wisdom.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here, ready to teach.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Fighterness" parms="" /> <BEHAVIOR class="MOBTeacher" parms="" /> <BEHAVIOR class="CommonSpeaker" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Trainer" parms="ALL" /> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a simple robe</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a ruler</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> </MOB> </ROOM> </ROOM> </ROOM> <STRING id="shoptype" select="any-1" define="shoptype"> <STRING condition="$__numshoptypes_weapon < 1 or $__numshoptypes_all > 10" define="__numshoptypes_weapon+=1,__numshoptypes_all+=1,pshoptypes=weapons,wshoptype=weapons">weapon</STRING> <STRING condition="$__numshoptypes_armor <1 or $__numshoptypes_all > 10" define="__numshoptypes_armor+=1,__numshoptypes_all+=1,pshoptypes=armor,wshoptype=armor">armor</STRING> <STRING condition="$__numshoptypes_leather <1 or $__numshoptypes_all > 10" define="__numshoptypes_leather+=1,__numshoptypes_all+=1,pshoptypes=leather goods,wshoptype=leather">leather</STRING> <STRING condition="$__numshoptypes_cloth <1 or $__numshoptypes_all > 10" define="__numshoptypes_cloth+=1,__numshoptypes_all+=1,pshoptypes=clothes,wshoptype=armor">tailor</STRING> <STRING condition="$__numshoptypes_food <1 or $__numshoptypes_all > 10" define="__numshoptypes_food+=1,__numshoptypes_all+=1,pshoptypes=baked goods,wshoptype=inventory only">food</STRING> <STRING condition="$__numshoptypes_general <1 or $__numshoptypes_all > 10" define="__numshoptypes_general+=1,__numshoptypes_all+=1,pshoptypes=all kinds of things,wshoptype=general">general</STRING> <STRING condition="$__numshoptypes_wood <1 or $__numshoptypes_all > 10" define="__numshoptypes_wood+=1,__numshoptypes_all+=1,pshoptypes=wooden items,wshoptype=inventory only">wood</STRING> <STRING condition="($NOFANTASY != 'true') and ($__numshoptypes_magic <1 or $__numshoptypes_all > 10)" define="__numshoptypes_magic+=1,__numshoptypes_all+=1,pshoptypes=magical items,wshoptype=magic">magic</STRING> <STRING condition="$__numshoptypes_potion <1 or $__numshoptypes_all > 10" define="__numshoptypes_potion+=1,__numshoptypes_all+=1,pshoptypes=potions,wshoptype=potions">potion</STRING> <STRING condition="$__numshoptypes_jewelry <1 or $__numshoptypes_all > 10" define="__numshoptypes_jewelry+=1,__numshoptypes_all+=1,pshoptypes=jewels,wshoptype=jewelry">jewelry</STRING> <STRING condition="$__numshoptypes_pet <1 or $__numshoptypes_all > 10" define="__numshoptypes_pet+=1,__numshoptypes_all+=1,pshoptypes=boxes of animals,wshoptype=pets">pet</STRING> </STRING> <STRING id="__citygovttype" select="any-1" define="__citygovttype"> <STRING define="__chieftype=Chief,__officertype=Warrior Guard,__cityhalltype=Village Hall,__citytype=Village,__cityattendant=Subchief,__citypersontype=Villager">Chiefdom</STRING> <STRING define="__chieftype=Prince,__officertype=Royalguard,__cityhalltype=City Palace,__citytype=Kingdom,__cityattendant=Courtier,__citypersontype=Subject">Principality</STRING> <STRING define="__chieftype=Mayor,__officertype=Cityguard,__cityhalltype=City Hall,__citytype=City,__cityattendant=Bureaucrat,__citypersontype=Citizen">Mayorality</STRING> <STRING define="__chieftype=Lord,__officertype=Manorguard,__cityhalltype=Lords Manor,__citytype=Town,__cityattendant=Attendant,__citypersontype=Serf">Aristocracy</STRING> <STRING define="__chieftype=Captain,__officertype=Military Guard,__cityhalltype=Captains Office,__citytype=Military Base,__cityattendant=Lieutenant,__citypersontype=Private">Dictatorship</STRING> <STRING define="__chieftype=Bishop,__officertype=Holy Guard,__cityhalltype=Head Temple,__citytype=Holy City,__cityattendant=Priest,__citypersontype=Parishioner">Theocracy</STRING> </STRING> <STRING id="__officertype" select="any-1" predefine="temp=$__citygovttype">$__officertype</STRING> <STRING id="__chieftype" select="any-1" predefine="temp=$__citygovttype">$__chieftype</STRING> <STRING id="__cityhalltype" select="any-1" predefine="temp=$__citygovttype">$__cityhalltype</STRING> <STRING id="__citytype" select="any-1" predefine="temp=$__citygovttype">$__citytype</STRING> <STRING id="__cityattendant" select="any-1" predefine="temp=$__citygovttype">$__cityattendant</STRING> <STRING id="__citypersontype" select="any-1" predefine="temp=$__citygovttype">$__citypersontype</STRING> <MOB id="town_mobs" select="all" requires="level_range=int,theme=town" insert="town_citizen,town_citizen,town_citizen"> <MOB id="town_cityguard" class="GenMob" level="$level_range" race="$_humanoid_races" gender="$anygender"> <NAME>(a(n)) ${c:__officertype}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is here, smiling happily.</DISPLAY> <DISPLAY pickweight="1">$mob_name is prepared to knock some heads together.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you carefully.</DISPLAY> <DISPLAY pickweight="1">$mob_name is on the beat.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="Fighterness" parms="" /> <BEHAVIOR class="Mobile" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a ${l:__officertype}`s uniform</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a ${l:__officertype} night stick</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> </MOB> <MOB class="GenMob" level="$level_range" race="$_humanoid_races" gender="$anygender"> <NAME>a street sweeper</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is here, cleaning up.</DISPLAY> <DISPLAY pickweight="1">$mob_name is slacking on the job.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name smiles at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is on the job.</DISPLAY> </DISPLAY> <ALIGNMENT>0?10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR class="Scavenger" parms="" /> <BEHAVIOR class="Mobile" parms="" /> <BEHAVIOR class="MudChat" parms="" /> </BEHAVIOR> <ITEM class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>a street sweeper`s uniform</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>COTTON</MATERIAL> <PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> <ITEM class="GenWeapon" LEVEL="$mob_level"> <NAME>a broom</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> </MOB> <MOB class="GenMob" level="$level_range" race="Cat" gender="$anygender"> <NAME>(a(n)) ${l:adj_mammal_color} cat</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name hisses at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is ignoring you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> </DISPLAY> <BEHAVIOR select="all"> <BEHAVIOR class="Mobile" parms="" /> <BEHAVIOR class="MudChat" parms="" /> </BEHAVIOR> <ALIGNMENT>0?10000</ALIGNMENT> </MOB> <MOB class="GenMob" level="$level_range" race="Dog" gender="$anygender"> <NAME>(a(n)) ${l:adj_mammal_color} dog</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name barks at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is looking at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> </DISPLAY> <BEHAVIOR select="all"> <BEHAVIOR class="Mobile" parms="" /> <BEHAVIOR class="MudChat" parms="" /> </BEHAVIOR> <ALIGNMENT>0?10000</ALIGNMENT> </MOB> <MOB class="GenMob" level="$level_range" race="Rat" gender="$anygender"> <NAME>(a(n)) ${l:adj_mammal_color} rat</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name scurries around.</DISPLAY> <DISPLAY pickweight="1">$mob_name is nibbling on something.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> </DISPLAY> <BEHAVIOR select="all"> <BEHAVIOR class="Mobile" parms="" /> </BEHAVIOR> <ALIGNMENT>0?10000</ALIGNMENT> </MOB> </MOB> <MOB id="town_citizen" class="GenMob" level="$level_range" race="$_humanoid_races" gender="$anygender"> <NAME>(a(n)) ${l:__citypersontype}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name is here, smiling happily.</DISPLAY> <DISPLAY pickweight="1">$mob_name is walking around.</DISPLAY> <DISPLAY pickweight="1">$mob_name is here.</DISPLAY> <DISPLAY pickweight="1">$mob_name waves hello to you.</DISPLAY> </DISPLAY> <BEHAVIOR select="all"> <BEHAVIOR class="ProtectedCitizen" parms="" /> <BEHAVIOR class="Mobile" parms="" /> <BEHAVIOR class="MudChat" parms="" /> </BEHAVIOR> <ALIGNMENT>0?10000</ALIGNMENT> </MOB> <STRING id="smithywords" select="any-1"> <STRING>hammer</STRING><STRING>anvil</STRING><STRING>forge</STRING><STRING>fire</STRING><STRING>steel</STRING> </STRING> <STRING id="weaponsmithywords" select="any-1"> <STRING>sword</STRING><STRING>axe</STRING><STRING>mace</STRING><STRING>arms</STRING><STRING>spear</STRING><STRING>dagger</STRING> </STRING> <STRING id="armorsmithywords" select="any-1"> <STRING>shield</STRING><STRING>armor</STRING><STRING>bracer</STRING><STRING>chain</STRING><STRING>plate</STRING> </STRING> <STRING id="town_hallway_type" select="any-1"> <STRING>corridor</STRING> <STRING>hallway</STRING> <STRING>hall</STRING> <STRING>passage</STRING> <STRING>passageway</STRING> </STRING> <STRING id="town_fun" select="any-1"> <STRING>enjoyment</STRING><STRING>entertainment</STRING><STRING>amusement</STRING><STRING>pleasure</STRING><STRING>jollification</STRING> <STRING>merrymaking; recreation</STRING><STRING>diversion</STRING><STRING>leisure</STRING><STRING>merriment</STRING><STRING>cheerfulness</STRING> <STRING>cheeriness</STRING><STRING>jollity</STRING><STRING>joviality</STRING><STRING>jocularity</STRING><STRING>gaiety</STRING> <STRING>mirth</STRING><STRING>laughter</STRING><STRING>hilarity</STRING><STRING>glee</STRING><STRING>gladness</STRING> <STRING>lightheartedness</STRING><STRING>levity</STRING> </STRING>