/
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/Specializations/
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/
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/BasicTech/
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 2013-2019 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 forest-specific tags -->
<string id="randomtheme" merge=true select="any-1">
	<string condition="$theme=''">forest</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=$,areasize=int,level_range=int,aggrochance=int,theme=forest" >
	<NAME merge=false>$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=$,areasize=int,level_range=int,aggrochance=int,theme=forest" />
<AREA id="square_dungeon" merge=true like="maze_dungeon" layout="BOXCITYSQUARE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=forest" />
<AREA id="box_dungeon" merge=true like="maze_dungeon" layout="BOXCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=forest" />
<AREA id="cross_dungeon" merge=true like="maze_dungeon" layout="CROSS" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=forest" />
<AREA id="tree_dungeon" merge=true like="maze_dungeon" layout="TREE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=forest" />

<ROOM id="hallway_rooms" merge=true select="pick-1" condition="$roomtag_nodetype='street' or $roomtag_nodetype='surround'">
	<ROOM class="Woods" id="forest_street_room" condition="$theme='forest' or $theme='random'">
		<TITLE>(a(n)) $_forest_path_name</TITLE>
		<DESCRIPTION>$forest_street_desc</DESCRIPTION>
		<STRING id="forest_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 ${l:ROOMTAG_NODEGATEEXIT}. </STRING>
			<STRING select="any-1" action="PREPEND">
				<STRING condition="$_forest_path_roomtype=1">You are walking along (a(n)) ${l:_forest_path_name}. </STRING>
				<STRING condition="$_forest_path_roomtype=1">You are on (a(n)) ${l:_forest_path_name}. </STRING>
				<STRING condition="$_forest_path_roomtype=1">The ${l:_forest_path_name} goes through the $forest_nouns. </STRING>
				<STRING condition="$_forest_path_roomtype=1">(A(n)) ${l:_forest_path_name} runs through the $forest_nouns. </STRING>
				<STRING condition="$_forest_path_roomtype=1">You are traipsing through (a(n)) ${l:_forest_path_name}. </STRING>
				<STRING condition="$_forest_path_roomtype=0">You are lost in (a(n)) ${l:_forest_path_name}. </STRING>
				<STRING condition="$_forest_path_roomtype=0">You are deep in (a(n)) ${l:_forest_path_name}. </STRING>
				<STRING condition="$_forest_path_roomtype=0">The ${l:_forest_path_name} surrounds you. </STRING>
				<STRING condition="$_forest_path_roomtype=0">The ${l:_forest_path_name} is all around you. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING condition="$_forest_path_roomtype=1">The $_forest_path_type is lined by $adj_phys_size_tall trees. Several ${l:any_wood} trees are growing into the path. </STRING>
				<STRING condition="$_forest_path_roomtype=1">Tracks in the $adj_soft_ground ground make the $_forest_path_type easier to follow here. </STRING>
				<STRING condition="$_forest_path_roomtype=1">${c:adj_phys_size_tall} trees curve over the $_forest_path_type like a canopy, blocking out most of the sky. </STRING>
				<STRING condition="$_forest_path_roomtype=1">The trees are light enough here to make it easy to find your way along the $_forest_path_type. </STRING>
				<STRING condition="$_forest_path_roomtype=0">The trees of $areaname are $adj_large and green, $adj_cramped together in $adj_impassable walls. </STRING>
				<STRING condition="$_forest_path_roomtype=0">You $verb_forest_tread your way through the $noun_forest_brush of the $adj_densedark_word forest. </STRING>
				<STRING condition="$_forest_path_roomtype=0">The forest surrounds you, $adj_cramped ${any_tree}s making some directions $adj_impassable. </STRING>
				<STRING condition="$_forest_path_roomtype=0">You feel a $noun_forest_wind blow through the $adj_phys_size_tall trees of the $adj_densedark_word forest. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING condition="$_forest_path_roomtype=1">The $_forest_path_type continues $roomrun_desc_long.</STRING>
				<STRING condition="$_forest_path_roomtype=1">Beneath the long shadows you can see the $_forest_path_type running $roomrun_desc_long.</STRING>
				<STRING condition="$_forest_path_roomtype=1">The $_forest_path_type runs $roomrun_desc_long.</STRING>
				<STRING condition="$_forest_path_roomtype=1">The faint $_forest_path_type goes $roomrun_desc_long.</STRING>
				<STRING condition="$_forest_path_roomtype=0">It looks like you might pick your way $roomexits_desc_long.</STRING>
				<STRING condition="$_forest_path_roomtype=0">Openings in the $adj_densedark_word $noun_forest_brush can be seen $roomexits_desc_long.</STRING>
				<STRING condition="$_forest_path_roomtype=0">You can $verb_forest_tread on through $roomexits_desc_long.</STRING>
				<STRING condition="$_forest_path_roomtype=0">You can continue $roomexits_desc_long.</STRING>
			</STRING>
		</STRING>
		<EXIT class="Open" />
		<MOB condition="1?2=1" select="any-1" insert="forest_mobs" />
	</ROOM>
</ROOM>

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

<ROOM id="leaf_rooms" merge=true select="any-1" condition="$roomtag_nodetype='leaf'">
	<ROOM class="Woods" id="forest_interior_room" condition="$theme='forest' or $theme='random'">
		<TITLE>
			<TITLE>$forest_path_prefix $forest_nouns</TITLE>
			<TITLE>$adj_creepywords $forest_path_prefix $forest_nouns</TITLE>
		</TITLE>
		<DESCRIPTION>$forest_interior_desc</DESCRIPTION>
		<STRING id="forest_interior_desc" select="all">
			<STRING select="any-1" action="PREPEND">
				<STRING>A thick copse in ${l:room_title}. </STRING>
				<STRING>A dense corner of ${l:room_title}. </STRING>
				<STRING>The ${forest_nouns} surrounds you. </STRING>
				<STRING>The ${forest_nouns} is all around you. </STRING>
			</STRING>
			<STRING select="any-1" action="APPEND">
				<STRING>The $adj_large green trees of $areaname are $adj_cramped in $adj_impassable walls. </STRING>
				<STRING>You $verb_forest_tread your way through the $noun_forest_brush of the $adj_densedark_word forest. </STRING>
				<STRING>The forest surrounds you, $adj_cramped ${any_tree}s making some directions $adj_impassable. </STRING>
				<STRING>You feel a $noun_forest_wind blow through the $adj_phys_size_tall trees of the $adj_densedark_word forest. </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 $adj_densedark_word $noun_forest_brush can be seen $roomexits_desc_long.</STRING>
				<STRING>You can $verb_forest_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_forest_tread on through $roomexits_desc_long to ${l:STAT:ANYROOM:DISPLAY}.</STRING>
			</STRING>
		</STRING>
		<EXIT class="Open" />
		<MOB condition="($NOFANTASY != 'true') and ($__defined_forest_faerie&lt;1)" define="__defined_forest_faerie+=1" like="forest_faerie_mob" />
		<MOB condition="1?2=1" select="any-1" insert="forest_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 id="forest_faerie_mob" class="genmob" level="$level_range + 3" gender="$anygender" race="Faerie" hpmod="15">
	<NAME>(a(n)) $adj_primary_colored_color faerie</NAME>
	<DISPLAY select="pick-1">
		<DISPLAY pickweight="1">$mob_name flitters around you.</DISPLAY>
		<DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY>
		<DISPLAY pickweight="5">$mob_name is here.</DISPLAY>
	</DISPLAY>
	<ALIGNMENT>-3000?3000</ALIGNMENT>
	<ABILITY select="all">
		<ABILITY condition="1?3=1" class="Skill_Trip" />
		<ABILITY condition="1?3=1" class="Skill_Dirt" />
		<ABILITY condition="1?3=1" class="Skill_Disarm" />
		<ABILITY condition="1?3=1" class="Spell_FaerieFire" />
		<ABILITY condition="1?3=1" class="Chant_Barkskin" />
		<ABILITY condition="1?3=1" class="Chant_Thorns" />
	</ABILITY>
	<BEHAVIOR select="all">
		<BEHAVIOR class="MudChat" parms="" />
		<BEHAVIOR class="Thiefness" parms="" />
		<BEHAVIOR class="Scavenger" parms="" />
		<BEHAVIOR CLASS="Mobile" />
		<BEHAVIOR CLASS="BrotherHelper" />
		<BEHAVIOR CLASS="ObjectGuardian" />
	</BEHAVIOR>
	<AFFECT select="all">
		<AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" />
		<AFFECT condition="$mob_level&gt;=30" class="Prop_ShortEffects" parms="" />
	</AFFECT>
	<ITEM select="all">
		<ITEM class="GenArmor" LEVEL="$mob_level">
			<NAME>faerie garb</NAME>
			<DISPLAY>$item_name has been left here</DISPLAY>
			<MATERIAL>COTTON</MATERIAL>
			<PROPERWORN>TORSO,LEGS</PROPERWORN><WORNAND>true</WORNAND>
		</ITEM>
		<ITEM class="GenWand" name="a faerie wand" level="$mob_level" readabletext="$wand_faerie_spell_choices" />
		<ITEM select="any-2" insert="dungeon_treasure_items" />
		<STRING id="wand_faerie_spell_choices" select="any-1">
			<STRING>Spell_MagicMissile</STRING><STRING>Spell_Sleep</STRING><STRING>Spell_BurningHands</STRING><STRING>Spell_Frost</STRING><STRING>Spell_AcidArrow</STRING>
		</STRING>
	</ITEM>
</MOB>

<MOB id="forest_mob" select="any-1" requires="level_range=int,aggrochance=int">
	<MOB id="forest_mobs" select="all" requires="level_range=int,aggrochance=int">
		<MOB class="genmob" copyof="Doe" level="$level_range" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display" gender="F">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Deer" level="$level_range" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Deer" level="$level_range" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Deer" level="$level_range" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Monkey" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Squirrel" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
		</MOB>
		<MOB class="genmob" copyof="Bee" level="$level_range - 2" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="Buck" level="$level_range" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display" >
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="Fox" level="$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="$NOFANTASY != 'true'" class="genmob" copyof="Troll" level="$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="Falcon" level="$level_range" gender="$anygender" name="$subtheme_adjusted_name" display="$subtheme_adjusted_display">
			<BEHAVIOR CLASS="Mobile" />
			<BEHAVIOR CLASS="BrotherHelper" />
			<BEHAVIOR condition="1?100&lt;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="Wolf" level="$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;$aggrochance"  class="Aggressive" parms="" />
		</MOB>
		<MOB class="genmob" copyof="Centaur" level="$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="BrownBear" 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_forest_brush" select="any-1">
    <STRING>thicket</STRING>
    <STRING>underbrush</STRING>
    <STRING>brush</STRING>
    <STRING>brushwood</STRING>
    <STRING>bush</STRING>
    <STRING>underwood</STRING>
    <STRING>undergrowth</STRING>
</STRING>

<STRING id="noun_forest_wind" select="any-1">
    <STRING>wind</STRING>
    <STRING>breeze</STRING>
    <STRING>gust</STRING>
    <STRING>draft</STRING>
</STRING>

<STRING id="verb_forest_tread" select="any-1">
    <STRING>stomp</STRING>
    <STRING>trample</STRING>
    <STRING>tread</STRING>
    <STRING>walk</STRING>
    <STRING>push</STRING>
</STRING>

<STRING id="_forest_path_name" select="any-1" define="_forest_path_name">
	<STRING pickweight=2 define="_forest_path_roomtype=1">$forest_path_prefix $_forest_path_type</STRING>
	<STRING pickweight=2 define="_forest_path_roomtype=0">$forest_path_prefix $forest_nouns</STRING>
	<STRING pickweight=1 define="_forest_path_roomtype=1">$adj_creepywords $forest_path_prefix $_forest_path_type</STRING>
	<STRING pickweight=1 define="_forest_path_roomtype=0">$adj_creepywords $forest_path_prefix $forest_nouns</STRING>
</STRING>

<STRING id="forest_path_prefix" select="any-1">
	<string>forest</string><string>wooded</string><string>forested</string><string>woody</string>
	<string>sylvan</string><string>shady</string><string>tree-lined</string><string>clear</string>
	<string>thick</string><string>light</string><string>deep</string>
</STRING>

<STRING id="forest_nouns" select="any-1">
	<string>forest</string><string>woods</string><string>woodlands</string><string>timberlands</string>
	<string>greenwood</string><string>thicket</string><string>growth</string><string>wildwood</string>
	<string>sticks</string>
</STRING>

<STRING id="_forest_path_type" define="_forest_path_type" insert="forest_stuff_type" select="any-1">
	<string>path</string><string>trail</string><string>pathway</string><string>way</string>
	<string>footpath</string><string>beaten path</string>
</STRING>

<STRING id="forest_stuff_type" select="any-1">
	<string>path</string><string>trail</string><string>pathway</string><string>way</string>
	<string>footpath</string><string>beaten path</string>
</STRING>