<!-- 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 rat-specific tags --> <string id="randomtheme" merge=true select="any-1"> <string condition="$theme=''">rats</string> </string> <STRING load="/resources/randareas/inc_roomruns.xml" /> <STRING load="/resources/randareas/inc_common.xml" /> <STRING load="/resources/randareas/inc_adjectives.xml" /> <STRING load="/resources/randareas/inc_dungeonblurbs.xml" /> <STRING load="/resources/randareas/inc_fantasynames.xml" /> <AREA id="maze_dungeon" merge=true layout="MAZE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=rats" > <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=rats" /> <AREA id="square_dungeon" merge=true like="maze_dungeon" layout="BOXCITYSQUARE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=rats" /> <AREA id="box_dungeon" merge=true like="maze_dungeon" layout="BOXCITY" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=rats" /> <AREA id="cross_dungeon" merge=true like="maze_dungeon" layout="CROSS" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=rats" /> <AREA id="tree_dungeon" merge=true like="maze_dungeon" layout="TREE" requires="areaname=$,areasize=int,level_range=int,aggrochance=int,theme=rats" /> <ROOM id="leaf_rooms" merge=true select="any-1" condition="$roomtag_nodetype='leaf'"> <ROOM select="all" condition="$theme='rats' or $theme='random'"> <ROOM class="CaveRoom"> <TITLE>an air shaft</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing under an air shaft.</DESCRIPTION> <DESCRIPTION>You`re inside a small cavern with an air shaft to the surface. </DESCRIPTION> <DESCRIPTION>You`ve found an air shaft to the surface. </DESCRIPTION> <DESCRIPTION>This is a small cavern with an air shaft to the surface. </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>It appears far too narrow to navigate, but the air smells sweet.</DESCRIPTION> <DESCRIPTION>The shaft is little more than a small hole, but it`s still nice</DESCRIPTION> <DESCRIPTION>Sweet air wafts in from the small narrow hole in the ceiling.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>At first you felt quite safe here, but what is that stuff on the floor?</DESCRIPTION> <DESCRIPTION>This place seems fairly nice, except for those odd sounds. </DESCRIPTION> <DESCRIPTION>This must be the most refreshing cavern in this whole place, except, what was that sound? </DESCRIPTION> <DESCRIPTION>You can`t imagine a more refreshing place in this lair to be standing in. Say, what`s that stuff on the floor?</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <EXIT class="Open" /> <MOB select="repeat-2?5" insert="rats_bat" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="StoneRoom"> <TITLE>a laboratory</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in (a(n)) $adj_scary_feeling laboratory.</DESCRIPTION> <DESCRIPTION>You`re inside (a(n)) $adj_scary_feeling laboratory. </DESCRIPTION> <DESCRIPTION>You`ve found (a(n)) $adj_scary_feeling laboratory. </DESCRIPTION> <DESCRIPTION>This is (a(n)) $adj_scary_feeling laboratory. </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Implements of alchemy, dissection, and experimentation are everywhere.</DESCRIPTION> <DESCRIPTION>Implements of alchemy, dissection, and experimentation are all over the place. </DESCRIPTION> <DESCRIPTION>Implements of alchemy, dissection, and experimentation are all over. </DESCRIPTION> <DESCRIPTION>Implements of alchemy, dissection, and experimentation are scattered about. </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You can already feel your safety level dropping.</DESCRIPTION> <DESCRIPTION>This place seems downright bizarre. </DESCRIPTION> <DESCRIPTION>This can`t be a sane place to be hanging out. </DESCRIPTION> <DESCRIPTION>You can`t imagine a more insane spot to be standing in. </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1">$nasty_rat_exit</DESCRIPTION> </DESCRIPTION> <EXIT select="pick-1"> <EXIT pickweight=1 class="GenDoor" hasalock="true" deflocked="true" disposition="ISHIDDEN" keyname="$areaname labkey"/> <EXIT pickweight=2 class="GenDoor" hasalock="true" deflocked="true" keyname="$areaname labkey"/> </EXIT> <MOB class="GenMob" level="(1.20 * ($level_range)) + 1" race="_humanoid_races" gender="$anygender"> <NAME>Doctor $fantasy_name1</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name stands around.</DISPLAY> <DISPLAY pickweight="2">$mob_name seems disturbed by the interruption.</DISPLAY> <DISPLAY pickweight="2">$mob_name is doing some experiments.</DISPLAY> <DISPLAY pickweight="1">$mob_name is engaged in some troubling experiment.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is dissecting something.</DISPLAY> <DISPLAY pickweight="1">$mob_name is combining chemicals together.</DISPLAY> </DISPLAY> <DESCRIPTION>A mad scientist if you ever saw one.</DESCRIPTION> <ALIGNMENT>-10000</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="MudChat" parms="" /> <BEHAVIOR class="Mageness" parms="" /> <BEHAVIOR class="ObjectGuardian" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 5% enchantment 30%" /> <ITEM select="pick-1?2"> <ITEM pickweight="1" class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>(a(n)) $adj_fancy pointy hat</NAME><NAME>(a(n)) $adj_fancy hat</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY><MATERIAL>COTTON</MATERIAL><PROPERWORN>HEAD</PROPERWORN> </ITEM> <ITEM pickweight="1" class="GenArmor" LEVEL="$mob_level"> <NAME select="any-1"><NAME>(a(n)) $adj_fancy sparkling robe</NAME><NAME>(a(n)) $adj_fancy robe</NAME></NAME> <DISPLAY>$item_name has been left here"</DISPLAY><MATERIAL>LEATHER</MATERIAL><PROPERWORN>TORSO,LEGS,ARMS</PROPERWORN><WORNAND>true</WORNAND> </ITEM> </ITEM> <ITEM select="pick-1"> <ITEM pickweight="1" class="GenStaff" LEVEL="$mob_level"> <NAME>(a(n)) $adj_fancy staff</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>OAK</MATERIAL> <WEAPONCLASS>STAFF</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> </ITEM> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </MOB> <ITEM class="GenTable" name="(a(n)) $adj_nasty table" display="$ITEM_NAME is here" isgettable="false"> <CONTENT><ITEM select="any-2" insert="any_alchemy_item,any_apothecary_item,any_distilling_item,any_herbalism_item" /></CONTENT> </ITEM> <ITEM class="metacraft:Scroll Case"> <CONTENT><ITEM select="any-2" insert="any_scrollscribing_item,any_scrollscribing_item" /></CONTENT> </ITEM> <ITEM class="metacraft:Potion Rack"> <CONTENT><ITEM select="any-2" insert="any_alchemy_item,any_apothecary_item,any_distilling_item,any_herbalism_item" /></CONTENT> </ITEM> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="CaveRoom"> <TITLE>a hatchery</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in (a(n)) $adj_scary_feeling dragon hatchery.</DESCRIPTION> <DESCRIPTION>You`re inside (a(n)) $adj_scary_feeling dragon hatchery. </DESCRIPTION> <DESCRIPTION>You`ve found (a(n)) $adj_scary_feeling dragon hatchery. </DESCRIPTION> <DESCRIPTION>This is (a(n)) $adj_scary_feeling dragon hatchery. </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>Large eggs are set carefully about the room.</DESCRIPTION> <DESCRIPTION>Large eggs are evenly spaces around this room. </DESCRIPTION> <DESCRIPTION>Large eggs are everywhere you look. </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You feel quite nervous here.</DESCRIPTION> <DESCRIPTION>This place seems like a dangerous spot for a rest. </DESCRIPTION> <DESCRIPTION>This can`t be a safe place to be hanging around in. </DESCRIPTION> <DESCRIPTION>You can`t imagine a more dangerous place to camp out in. </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <MOB class="GenMob" level="$level_range" id="rats_momma_dragon" race="Dragon" gender="F" hpmod="15"> <NAME select="all"> <NAME condition="$mob_level < 10">a hatchling $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 20 and $mob_level >= 10">a very young $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 30 and $mob_level >= 20">a young $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 40 and $mob_level >= 30">a subadult $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 70 and $mob_level >= 40">an adult $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 80 and $mob_level >= 70">an old $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 85 and $mob_level >= 80">a very old $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level >= 85">a ancient $rats_dragoncolor dragon</NAME> </NAME> <DISPLAY>$mob_name is guarding her brood.</DISPLAY> <DESCRIPTION>$mob_name is majestic, but simply being in its presence makes you uneasy.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level >= 40" class="MOBEater" parms="" /> <BEHAVIOR class="ObjectGuardian" parms="" /> <BEHAVIOR class="CombatAbilities" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <ABILITY select="all"> <ABILITY condition="$mob_level >= 10" class="Skill_Trip" parms="" /> <ABILITY condition="$mob_level >= 20" class="Dragonbreath" parms="" /> <ABILITY condition="$mob_level >= 30" class="Spell_DetectInvisible" parms="" /> <ABILITY condition="$mob_level >= 40" class="Spell_Fear" parms="" /> <ABILITY condition="$mob_level >= 50" class="Spell_Hold" parms="" /> <ABILITY condition="$mob_level >= 60" class="Spell_Slow" parms="" /> <ABILITY condition="$mob_level >= 70" class="Spell_GravitySlam" parms="" /> <ABILITY condition="$mob_level >= 80" class="Spell_SpellTurning" parms="" /> <ABILITY condition="$mob_level >= 90" class="Spell_ResistSlashing" parms="" /> </ABILITY> </MOB> <ITEM class="GenFood" weight="100" NOURISHMENT="10000" bite="500" id="dragon_egg" name="a $adj_scary_feeling dragon egg" display="$item_name is here" material="EGGS" /> <ITEM select="2?5" insert="dragon_egg,dragon_egg,dragon_egg,dragon_egg,dragon_egg,dragon_egg,dragon_egg,dragon_egg,dragon_egg,dragon_egg,dragon_egg,dragon_egg" /> <EXIT class="Open" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="CaveRoom"> <TITLE>a dragon`s lair</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in (a(n)) $adj_scary_feeling dragon`s lair.</DESCRIPTION> <DESCRIPTION>You`re inside (a(n)) $adj_scary_feeling dragon`s lair. </DESCRIPTION> <DESCRIPTION>You`ve found (a(n)) $adj_scary_feeling dragon`s lair. </DESCRIPTION> <DESCRIPTION>This is (a(n)) $adj_scary_feeling dragon`s lair. </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You don`t feel like you`ll live very long here.</DESCRIPTION> <DESCRIPTION>This seems like a good place to die. </DESCRIPTION> <DESCRIPTION>This can`t be a good place. </DESCRIPTION> <DESCRIPTION>You can`t imagine a more foolish place to wait around in. </DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <MOB class="GenMob" level="(1.20 * ($level_range)) + 1" id="rats_boss_dragon" race="Dragon" gender="$anygender"> <NAME select="all"> <NAME condition="$mob_level < 10">a hatchling $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 20 and $mob_level >= 10">a very young $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 30 and $mob_level >= 20">a young $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 40 and $mob_level >= 30">a subadult $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 70 and $mob_level >= 40">an adult $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 80 and $mob_level >= 70">an old $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level < 85 and $mob_level >= 80">a very old $rats_dragoncolor dragon</NAME> <NAME condition="$mob_level >= 85">a ancient $rats_dragoncolor dragon</NAME> </NAME> <DISPLAY>$mob_name watches you intently.</DISPLAY> <DESCRIPTION>$mob_name is majestic, but simply being in its presence makes you uneasy.</DESCRIPTION> <BEHAVIOR select="all"> <BEHAVIOR condition="$mob_level >= 40" class="MOBEater" parms="" /> <BEHAVIOR class="ObjectGuardian" parms="" /> <BEHAVIOR class="CombatAbilities" parms="" /> </BEHAVIOR> <AFFECT class="Prop_Resistance" parms="magic 20% enchantment/charm $[$mob_level]%" /> <ABILITY select="all"> <ABILITY condition="$mob_level >= 10" class="Skill_Trip" parms="" /> <ABILITY condition="$mob_level >= 20" class="Dragonbreath" parms="" /> <ABILITY condition="$mob_level >= 30" class="Spell_DetectInvisible" parms="" /> <ABILITY condition="$mob_level >= 40" class="Spell_Fear" parms="" /> <ABILITY condition="$mob_level >= 50" class="Spell_Hold" parms="" /> <ABILITY condition="$mob_level >= 60" class="Spell_Slow" parms="" /> <ABILITY condition="$mob_level >= 70" class="Spell_GravitySlam" parms="" /> <ABILITY condition="$mob_level >= 80" class="Spell_SpellTurning" parms="" /> <ABILITY condition="$mob_level >= 90" class="Spell_ResistSlashing" parms="" /> </ABILITY> </MOB> <EXIT class="Open" /> <ITEM class="GenContainer" name="The Dragons Chest" display="The Dragons Chest is here" HASLID="true"> <CONTENT> <ITEM select="any-5" insert="dungeon_treasure_items" /> </CONTENT> <AFFECT condition="1?3=1" class="Prop_Hidden" /> </ITEM> </ROOM> <ROOM class="CaveRoom"> <TITLE>a dead-end</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in a dead-end.</DESCRIPTION> <DESCRIPTION>You`re inside a dead-end cavern.</DESCRIPTION> <DESCRIPTION>You`ve found a dead-end cavern.</DESCRIPTION> <DESCRIPTION>This is a dead-end.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You feel like there`s more dead here than end.</DESCRIPTION> <DESCRIPTION>This seems like a dead-end in more than once sense of the word.</DESCRIPTION> <DESCRIPTION>The name of this place could not be more accurate.</DESCRIPTION> <DESCRIPTION>You can`t imagine why this is a dead-end.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <EXIT class="Open" /> <MOB select="repeat-1?3" insert="ratty_skeleton" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="CaveRoom"> <TITLE>a crypt</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in an ancient crypt.</DESCRIPTION> <DESCRIPTION>You`re inside an ancient crypt.</DESCRIPTION> <DESCRIPTION>You`ve found an ancient crypt.</DESCRIPTION> <DESCRIPTION>This is a crypt.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You feel the $adj_mustydark shadow of death here.</DESCRIPTION> <DESCRIPTION>The smell of $adj_mustydark decay hangs like a fog.</DESCRIPTION> <DESCRIPTION>The $adj_mustydark aura of the afterlife has found a home here.</DESCRIPTION> <DESCRIPTION>The cold feelings of $adj_mustydark decay have found no rest here.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <EXIT select="pick-1"> <EXIT pickweight=1 class="GenDoor" disposition="ISHIDDEN"/> <EXIT pickweight=2 class="GenDoor"/> </EXIT> <MOB select="repeat-1?2" insert="ratty_zombie" /> <MOB select="any-1" insert="ratty_mummy" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> <ITEM class="GenContainer" NAME="an open sarcophagus" display="$item_name is here" material="STONE" weight=5000 capacity=5300 description="It appears both ornate and extremely heavy." /> </ROOM> <ROOM class="StoneRoom"> <TITLE>a safe room</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in an empty carved stone room.</DESCRIPTION> <DESCRIPTION>You`re inside an empty stone room.</DESCRIPTION> <DESCRIPTION>You`ve found an empty stone room.</DESCRIPTION> <DESCRIPTION>This is an empty stone room.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You feel perfectly safe here, and wonder why nothing has claimed this place yet?</DESCRIPTION> <DESCRIPTION>This seems like a safe place to take a rest, so long as nothing comes through the door.</DESCRIPTION> <DESCRIPTION>This appears to be the safest spot in this place so far. Perhaps you can take a rest and a bite, so long as nothing comes through the door.</DESCRIPTION> <DESCRIPTION>You can`t imagine a safer place to rest, though perhaps keeping one eye open.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <EXIT select="pick-1"> <EXIT pickweight=1 class="GenDoor" disposition="ISHIDDEN"/> <EXIT pickweight=2 class="GenDoor"/> </EXIT> <AFFECT class="Prop_RoomDark" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="StdMaze"> <TITLE>lost in the catacombs</TITLE> <DESCRIPTION>You are lost in an cavernous underground catacomb. <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb <P>You are lost in a cavernous underground catacomb. $rats_random_blurb $rats_random_blurb </DESCRIPTION> <XSIZE>5</XSIZE> <YSIZE>5</YSIZE> <EXIT class="Door" /> <MOB class="GenUndead" level="$level_range" id="rats_mobile_spirit" race="Spirit" gender="$anygender"> <NAME>a spirit of the dead</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name whisps towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name wants your soul.</DISPLAY> <DISPLAY pickweight="1">$mob_name is trying to escape.</DISPLAY> <DISPLAY pickweight="1">$mob_name doesn`t know it`s dead.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <BEHAVIOR class="MobileAggressive" parms="" /> <ALIGNMENT>-10000?0</ALIGNMENT> <ABILITY select="all"> <ABILITY condition="1?3=1" class="Undead_ColdTouch" /> <ABILITY condition="1?3=1" class="Undead_WeakEnergyDrain" /> <ABILITY condition="1?3=1 and $mob_level>20" class="Undead_EnergyDrain" /> <ABILITY condition="1?3=1" class="Undead_LifeDrain" /> <ABILITY condition="1?3=1" class="Thief_Distract" /> </ABILITY> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> </BEHAVIOR> <ITEM condition="1?10=1" select="any-1" insert="prison_junk" /> </MOB> <MOB select="repeat-5?10" insert="rats_mobile_spirit" /> <AFFECT class="Prop_RoomDark" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="CaveRoom"> <TITLE>a rat den</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in a rat`s den.</DESCRIPTION> <DESCRIPTION>You`re inside a rat`s den.</DESCRIPTION> <DESCRIPTION>You`ve found a rat`s den.</DESCRIPTION> <DESCRIPTION>This is a rat`s den.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You feel like some $adj_nasty critters live here.</DESCRIPTION> <DESCRIPTION>This seems like a place some $adj_nasty critters call home.</DESCRIPTION> <DESCRIPTION>Some $adj_nasty little critters definitely lives here.</DESCRIPTION> <DESCRIPTION>You aren`t sure the $adj_nasty little critters would be happy to see you.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <EXIT class="Open" /> <MOB select="repeat-3?5" insert="rats_rat" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="CaveRoom"> <TITLE>a web filled den</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in a web filled den.</DESCRIPTION> <DESCRIPTION>You`re inside a web covered den.</DESCRIPTION> <DESCRIPTION>You`ve found a web covered den.</DESCRIPTION> <DESCRIPTION>This is a web covered den.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You feel like some $adj_nasty spiders live here.</DESCRIPTION> <DESCRIPTION>This seems like a place some $adj_nasty spiders call home.</DESCRIPTION> <DESCRIPTION>Some $adj_nasty little spiders definitely lives here.</DESCRIPTION> <DESCRIPTION>You aren`t sure the $adj_nasty little spiders would be happy to see you.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <EXIT class="Open" /> <MOB select="repeat-3?5" insert="rats_spider" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="CaveRoom"> <TITLE>a dry lizard`s den</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in a dry scaley den.</DESCRIPTION> <DESCRIPTION>You`re inside a dry scaley den.</DESCRIPTION> <DESCRIPTION>You`ve found a dry scaley den.</DESCRIPTION> <DESCRIPTION>This is a dry scaley den.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You feel like some $adj_nasty reptiles live here.</DESCRIPTION> <DESCRIPTION>This seems like a place some $adj_nasty reptiles call home.</DESCRIPTION> <DESCRIPTION>Some $adj_nasty little reptiles definitely lives here.</DESCRIPTION> <DESCRIPTION>You aren`t sure the $adj_nasty little reptiles would be happy to see you.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <EXIT class="Open" /> <MOB select="repeat-3?5" insert="rats_lizard" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="CaveRoom"> <TITLE>a slithering den</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are standing in a scaley slithering den.</DESCRIPTION> <DESCRIPTION>You`re inside a slithering den.</DESCRIPTION> <DESCRIPTION>You`ve found a slithering scaley den.</DESCRIPTION> <DESCRIPTION>This is a slithering den.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You feel like some $adj_nasty snakes live here.</DESCRIPTION> <DESCRIPTION>This seems like a place some $adj_nasty snakes call home.</DESCRIPTION> <DESCRIPTION>Some $adj_nasty little snakes definitely lives here.</DESCRIPTION> <DESCRIPTION>You aren`t sure the $adj_nasty little snakes would be happy to see you.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <EXIT class="Open" /> <MOB select="repeat-3?5" insert="rats_snake" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="IndoorWaterSurface" condition="1?20=1 and $__lakes<1" define="__lakes+=1"> <TITLE>an underground lake</TITLE> <DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>You are swimming in a large underground lake.</DESCRIPTION> <DESCRIPTION>You`re swimming in a cold underground lake.</DESCRIPTION> <DESCRIPTION>You`ve found a cold underground lake.</DESCRIPTION> <DESCRIPTION>This is a large cold underground lake.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1"> <DESCRIPTION>The ceiling of this cavern reflects off the still water surface.</DESCRIPTION> <DESCRIPTION>The black cold waters of the lake seem to cover the whole floor.</DESCRIPTION> <DESCRIPTION>The water is cold and perfectly still.</DESCRIPTION> <DESCRIPTION>Shadows flicker their reflections on the surface of the cold still water.</DESCRIPTION> </DESCRIPTION> <DESCRIPTION select="any-1">$rats_random_blurb</DESCRIPTION> <DESCRIPTION select="any-1">$rats_leaf_exit</DESCRIPTION> </DESCRIPTION> <AFFECT class="Prop_RoomDark" /> <EXIT class="Open" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> </ROOM> </ROOM> <STRING id="_rats_tunnelword" define="_rats_tunnelword" select="any-1"> <STRING>tunnel</STRING> <STRING>corridor</STRING> <STRING>tube</STRING> <STRING>hallway</STRING> <STRING>passageway</STRING> </STRING> <ROOM id="interior_rooms" merge=true select="any-1" condition="$roomtag_nodetype='interior' or $roomtag_nodetype='square'"> <ROOM class="CaveRoom" condition="$theme='rats' or $theme='random'"> <TITLE>$a_streetprefix $_rats_hallways_street_name</TITLE> <STRING id="rats_interior_desc" select="all"> <STRING select="any-1" action="PREPEND"> <STRING>You are standing in (a(n)) $adj_any $_rats_tunnelword that branches $roomexits_desc_long.</STRING> <STRING>This $adj_any $_rats_tunnelword branches steeply $roomexits_desc_long.</STRING> <STRING>You are in (a(n)) $adj_any $_rats_tunnelword running $roomexits_desc_long.</STRING> <STRING>This $adj_any $_rats_tunnelword runs $roomexits_desc_long.</STRING> <STRING>You are walking through (a(n)) $adj_any $_rats_tunnelword heading $roomexits_desc_long.</STRING> <STRING>This $adj_any $_rats_tunnelword heads $roomexits_desc_long.</STRING> <STRING>This $adj_any $_rats_tunnelword seems to head $roomexits_desc_long.</STRING> </STRING> <STRING select="any-2" insert="rats_random_blurbs" action="APPEND" /> <STRING select="all" action="APPEND" insert="desc_exits" /> </STRING> <DESCRIPTION>$rats_interior_desc</DESCRIPTION> <EXIT class="Open" /> <MOB condition="1?3=1" select="any-1" insert="rats_mobs" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> </ROOM> <ROOM id="hallway_rooms" merge=true select="pick-1" condition="$roomtag_nodetype='street' or $roomtag_nodetype='surround'"> <ROOM class="CaveRoom" pickweight="5" condition="$theme='rats' or $theme='random'"> <TITLE>$a_streetprefix $_rats_hallways_street_name</TITLE> <STRING id="_rats_hallways_street_name" define="_rats_hallways_street_name" select="any-1"> <STRING>cavernous $_rats_tunnelword</STRING> <STRING>rocky $_rats_tunnelword</STRING> <STRING>$_rats_tunnelword</STRING> <STRING>dark cave $_rats_tunnelword</STRING> <STRING>cavernous $roomrun_desc $_rats_tunnelword</STRING> <STRING>rocky $roomrun_desc $_rats_tunnelword</STRING> <STRING>$roomrun_desc $_rats_tunnelword</STRING> <STRING>dark $roomrun_desc cave $_rats_tunnelword</STRING> </STRING> <DESCRIPTION>$rats_hallways_street_desc</DESCRIPTION> <STRING id="rats_hallways_street_desc" select="all"> <STRING select="any-1" action="PREPEND"> <STRING>You stand in (a(n)) $adj_any $_rats_tunnelword that runs steeply $roomrun_desc_long.</STRING> <STRING>This $adj_any $_rats_tunnelword runs steeply $roomrun_desc_long.</STRING> <STRING>You are in (a(n)) $adj_any $_rats_tunnelword running $roomrun_desc_long.</STRING> <STRING>This $adj_any $_rats_tunnelword runs $roomrun_desc_long.</STRING> <STRING>You are walking through (a(n)) $adj_any $_rats_tunnelword running $roomrun_desc_long.</STRING> <STRING>This $adj_any $_rats_tunnelword heads $roomrun_desc_long.</STRING> <STRING>This $adj_any $_rats_tunnelword seems to head $roomrun_desc_long.</STRING> </STRING> <STRING select="all" action="APPEND" insert="desc_exits" /> <STRING select="any-1" insert="rats_random_blurbs" action="APPEND" /> </STRING> <EXIT class="Open" /> <MOB condition="1?2=1" select="any-1" insert="rats_mobs" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> <ROOM class="CaveRoom" pickweight="1" condition="$theme='rats' or $theme='random'"> <TITLE>$a_streetprefix $_rats_crawlways_street_name</TITLE> <STRING id="_rats_crawlways_street_name" define="_rats_crawlways_street_name" select="any-1"> <STRING>small $_rats_hallways_street_name</STRING> <STRING>narrow $_rats_hallways_street_name</STRING> <STRING>short $_rats_hallways_street_name</STRING> </STRING> <DESCRIPTION>$rats_crawlways_street_desc</DESCRIPTION> <STRING id="rats_crawlways_street_desc" select="all"> <STRING select="any-1" action="prepend"> <STRING>You are in (a(n)) $adj_anynosize $_rats_tunnelword that runs narrowly $roomrun_desc_long.</STRING> <STRING>This $adj_anynosize $_rats_tunnelword runs narrowly $roomrun_desc_long.</STRING> <STRING>You are in (a(n)) $adj_anynosize $_rats_tunnelword squeezing $roomrun_desc_long.</STRING> <STRING>This $adj_anynosize $_rats_tunnelword runs $roomrun_desc_long.</STRING> <STRING>You are going through (a(n)) $adj_anynosize $_rats_tunnelword running $roomrun_desc_long.</STRING> <STRING>This $adj_anynosize $_rats_tunnelword heads $roomrun_desc_long.</STRING> <STRING>This $adj_anynosize $_rats_tunnelword seems to head $roomrun_desc_long.</STRING> </STRING> <STRING select="any-1"> <STRING>The $adj_phys_nosize ceiling is very low.</STRING> <STRING>The $adj_phys_nosize ceiling is lower than usual.</STRING> </STRING> <STRING select="any-1" insert="rats_random_blurbs" action="APPEND" /> </STRING> <AFFECT class="Prop_Crawlspace" parms="" /> <EXIT class="Open" /> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </ROOM> </ROOM> <STRING id="rats_random_blurb" select="any-1"> <STRING id="rats_random_blurbs" select="all" insert="dungeon_random_blurbs"> <STRING select="all" condition="$theme='rats' or ($theme='random' and 1?10=1)"> <STRING>You hear $adj_scary_feeling squeeking nearby.</STRING> <STRING>You hear the $adj_scary_feeling sounds of tiny pattering feet nearby.</STRING> <STRING>You hear faint but $adj_scary_feeling animal sounds echoing around you.</STRING> <STRING>Something has left droppings here.</STRING> <STRING>Some $adj_scary_feeling creature obviously relieved itself here.</STRING> <STRING>Bits of half-eaten trash can be seen around here.</STRING> <STRING>Bits of some half-eaten creature are here.</STRING> <STRING>Was that the sound of something $adj_scary_feeling?</STRING> </STRING> </STRING> </STRING> <STRING id="nasty_rat_exit" select="all"> <STRING select="any-1"> <STRING>The stinky hole you came through is to the $roomexits_desc_long.</STRING> <STRING>The way out of here is $roomexits_desc_long.</STRING> <STRING>The exit to the $roomexits_desc_long is the only way out.</STRING> <STRING>The only way out of here is $roomexits_desc_long.</STRING> </STRING> </STRING> <MOB class="GenUndead" level="$level_range" id="ratty_skeleton" race="Skeleton" gender="N"> <NAME>a skeleton</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name rattles towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name wants to see you die.</DISPLAY> <DISPLAY pickweight="1">$mob_name is rattling towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name doesn`t know it`s dead.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>-10000?0</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> </BEHAVIOR> <ITEM select="pick-1"> <ITEM pickweight="1" class="GenWeapon" LEVEL="$mob_level"> <NAME>(a(n)) $adj_ragged spear</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <WEAPONCLASS>POLEARM</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> <MATERIAL>OAK</MATERIAL> </ITEM> <ITEM pickweight="2" class="GenWeapon" LEVEL="$mob_level"> <NAME>(a(n)) $adj_ragged sword</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <WEAPONCLASS>SWORD</WEAPONCLASS> <WEAPONTYPE>SLASHING</WEAPONTYPE> <MATERIAL>IRON</MATERIAL> </ITEM> <ITEM pickweight="1" class="GenWeapon" LEVEL="$mob_level"> <NAME>(a(n)) $adj_ragged dagger</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <WEAPONCLASS>DAGGER</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> <MATERIAL>IRON</MATERIAL> </ITEM> <ITEM pickweight="1" class="GenWeapon" LEVEL="$mob_level"> <NAME>a spiked $adj_ragged mace</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>IRON</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> </ITEM> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </MOB> <MOB class="GenUndead" level="$level_range" id="ratty_zombie" race="Undead" gender="$anygender"> <NAME>(a(n)) ${l:any_humanoid_race} zombie</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name lurches towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name wants to eat your brains.</DISPLAY> <DISPLAY pickweight="1">$mob_name is shuffling towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name doesn`t know it`s dead.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>-10000?0</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> </BEHAVIOR> <ITEM select="pick-1"> <ITEM pickweight="1" class="GenWeapon" LEVEL="$mob_level"> <NAME>(a(n)) $adj_ragged polearm</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <WEAPONCLASS>POLEARM</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> <MATERIAL>IRON</MATERIAL> </ITEM> <ITEM pickweight="2" class="GenWeapon" LEVEL="$mob_level"> <NAME>(a(n)) $adj_ragged blade</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <WEAPONCLASS>SWORD</WEAPONCLASS> <WEAPONTYPE>SLASHING</WEAPONTYPE> <MATERIAL>IRON</MATERIAL> </ITEM> <ITEM pickweight="1" class="GenWeapon" LEVEL="$mob_level"> <NAME>(a(n)) $adj_ragged frogsticker</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <WEAPONCLASS>DAGGER</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> <MATERIAL>IRON</MATERIAL> </ITEM> <ITEM pickweight="1" class="GenWeapon" LEVEL="$mob_level"> <NAME>a spiked $adj_ragged club</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> </ITEM> <ITEM condition="1?10=1" select="any-1" insert="rats_junk" /> </MOB> <MOB class="GenUndead" level="2+($level_range)" id="ratty_mummy" race="Undead" gender="$anygender"> <NAME>a mummified ${l:any_humanoid_race}</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name lurches dangerously towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name wants to destroy you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is shuffling confidently towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name doesn`t care that it`s dead.</DISPLAY> <DISPLAY pickweight="1">$mob_name was waiting for you.</DISPLAY> <DISPLAY pickweight="5">$mob_name is always here.</DISPLAY> </DISPLAY> <ALIGNMENT>-10000?0</ALIGNMENT> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> </BEHAVIOR> <ITEM select="pick-1"> <ITEM pickweight="1" class="GenWeapon" LEVEL="$mob_level"> <NAME>a gleaming iron polearm</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <WEAPONCLASS>POLEARM</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> <MATERIAL>IRON</MATERIAL> </ITEM> <ITEM pickweight="2" class="GenWeapon" LEVEL="$mob_level"> <NAME>a broadsword</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <WEAPONCLASS>SWORD</WEAPONCLASS> <WEAPONTYPE>SLASHING</WEAPONTYPE> <MATERIAL>IRON</MATERIAL> </ITEM> <ITEM pickweight="1" class="GenWeapon" LEVEL="$mob_level"> <NAME>a blood soaked dagger</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <WEAPONCLASS>DAGGER</WEAPONCLASS> <WEAPONTYPE>PIERCING</WEAPONTYPE> <MATERIAL>IRON</MATERIAL> </ITEM> <ITEM pickweight="1" class="GenWeapon" LEVEL="$mob_level"> <NAME>a spiked club</NAME> <DISPLAY>$item_name has been left here"</DISPLAY> <MATERIAL>WOOD</MATERIAL> <WEAPONCLASS>BLUNT</WEAPONCLASS> <WEAPONTYPE>BASHING</WEAPONTYPE> </ITEM> </ITEM> <ITEM condition="1?10=1" select="any-1" insert="dungeon_mundane_items" /> <ITEM condition="1?10=1" select="any-1" insert="any_alchemy_item" /> <ITEM condition="1?10=1" select="any-1" insert="any_herbalism_item" /> <ITEM condition="1?10=1" select="any-1" insert="any_apothecary_item" /> <ITEM condition="1?10=1" select="any-1" insert="any_distilling_item" /> <ITEM condition="1?10=1" select="any-1" insert="any_scrollscribing_item" /> </MOB> <MOB id="rats_mobs" select="all" requires="level_range=int,theme=rats,aggrochance=int"> <MOB class="GenMob" level="$level_range" id="rats_rat" race="Rat" gender="$anygender"> <NAME>(a(n)) $adj_nasty_animal $adj_mammal_color rat</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name squeeks at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name bares its teeth at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is rummaging through something.</DISPLAY> <DISPLAY pickweight="1">$mob_name looks hungry.</DISPLAY> <DISPLAY pickweight="1">$mob_name is pittering around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is trying to hide here.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0</ALIGNMENT> <ABILITY condition="$mob_level > 10 and 1?3=1" class="Disease" /> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" parms="" condition="$roomtag_nodetype!='leaf'" /> <BEHAVIOR class="CombatAbilities" parms="" /> </BEHAVIOR> </MOB> <MOB class="GenMob" level="$level_range" id="rats_bat" race="Bat" gender="$anygender"> <NAME>(a(n)) $adj_nasty_animal $adj_mammal_color bat</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name dives at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name bares its teeth at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is circling around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is hunting for food.</DISPLAY> <DISPLAY pickweight="1">$mob_name is flying around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is hanging around here.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0</ALIGNMENT> <ABILITY condition="$mob_level > 10 and 1?3=1" class="Disease" /> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> <BEHAVIOR class="CombatAbilities" parms="" /> </BEHAVIOR> </MOB> <MOB class="GenMob" level="$level_range" id="rats_spider" race="Spider" gender="$anygender"> <NAME>(a(n)) $adj_nasty_animal $adj_insect_color spider</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name creeps towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name opens its mandibles at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is crawling around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is waiting for food.</DISPLAY> <DISPLAY pickweight="1">$mob_name is spinning around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is waiting around here.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0</ALIGNMENT> <ABILITY condition="$mob_level > 10 and 1?3=1" class="Poison" /> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> <BEHAVIOR class="CombatAbilities" parms="" /> </BEHAVIOR> </MOB> <MOB class="GenMob" level="$level_range" id="rats_blob" race="Blob" gender="N"> <NAME>(a(n)) $adj_nasty_animal $adj_creature_color blob</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name creeps towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name looks very menacing.</DISPLAY> <DISPLAY pickweight="1">$mob_name is dragging itself around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is waiting for food.</DISPLAY> <DISPLAY pickweight="1">$mob_name is waiting around here.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0</ALIGNMENT> <ABILITY condition="$mob_level>30 and 1?3=1" class="Paralysis" /> <ABILITY condition="1?3=1" class="WeakParalysis" /> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> <BEHAVIOR class="CombatAbilities" parms="" /> <BEHAVIOR class="Scavenger" parms="" /> </BEHAVIOR> </MOB> <MOB class="GenMob" level="$level_range" id="rats_scorpion" race="Scorpion" gender="$anygender"> <NAME>(a(n)) $adj_nasty_animal scorpion</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name creeps towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name snaps its tail at you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is crawling around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is waiting for food.</DISPLAY> <DISPLAY pickweight="1">$mob_name is running around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is waiting around here.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0</ALIGNMENT> <ABILITY condition="$mob_level > 10 and 1?3=1" class="Poison" /> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> <BEHAVIOR class="CombatAbilities" parms="" /> </BEHAVIOR> </MOB> <MOB class="GenMob" level="$level_range" id="rats_snake" race="Snake" gender="$anygender"> <NAME>(a(n)) $adj_nasty_animal $adj_reptile_color snake</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name slinks towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name shows its fangs you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is slithering around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is waiting for food.</DISPLAY> <DISPLAY pickweight="1">$mob_name is moving around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is coiled up here.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0</ALIGNMENT> <ABILITY condition="$mob_level > 10 and 1?3=1" class="Poison" /> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> <BEHAVIOR class="CombatAbilities" parms="" /> </BEHAVIOR> </MOB> <MOB class="GenMob" level="$level_range" id="rats_lizard" race="Lizard" gender="$anygender"> <NAME>(a(n)) $adj_nasty_animal $adj_reptile_color lizard</NAME> <DISPLAY select="pick-1"> <DISPLAY pickweight="1">$mob_name creeps towards you.</DISPLAY> <DISPLAY pickweight="1">$mob_name flicks its tounge you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is crawling around here.</DISPLAY> <DISPLAY pickweight="1">$mob_name is waiting for food.</DISPLAY> <DISPLAY pickweight="1">$mob_name is watching you.</DISPLAY> <DISPLAY pickweight="1">$mob_name is trying to hide here.</DISPLAY> <DISPLAY pickweight="5">$mob_name is here.</DISPLAY> </DISPLAY> <ALIGNMENT>0</ALIGNMENT> <ABILITY condition="$mob_level > 5 and 1?3=1" class="Skill_Trip" /> <BEHAVIOR select="all"> <BEHAVIOR condition="$aggrochance<0 and $roomtag_nodetype!='leaf'" class="MobileAggressive" parms="" /> <BEHAVIOR condition="1?100<$aggrochance" class="Aggressive" parms="" /> <BEHAVIOR class="Mobile" condition="$roomtag_nodetype!='leaf'" parms="" /> <BEHAVIOR class="CombatAbilities" parms="" /> </BEHAVIOR> </MOB> </MOB> <ITEM id="rats_junk" select="all" requires="level_range=int"> <ITEM select="all" insert="dungeon_junk" /> <ITEM select="all"> <ITEM class="GenItem" name="some $adj_metal_broken armor scraps" display="$item_name are sitting here" material="$any_cheap_metal" level="$level_range" /> <ITEM class="GenResource" name="the bones of a dead aventurer" display="$item_name rest here" material="BONE" level="$level_range" weight="10" /> <ITEM class="GenItem" name="a string of beads" display="a string of beads lie here" material="BONE" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a wax candle stub" display="$item_name lies here" material="WAX" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a stub of rope" display="$item_name lies here" material="HEMP" level="$level_range" weight=3 /> <ITEM class="GenEmptyDrink" name="a small bottle" display="$item_name lies here" material="GLASS" level="$level_range" liquidheld=100 weight=3 /> <ITEM class="GenWeapon" name="(a(n)) ${l:item_material} spike" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=3 damage="1"/> <ITEM class="GenItem" name="(a(n)) $adj_wooden_broken box" display="$item_name is sitting here" material="$any_wood" level="$level_range" weight=1/> <ITEM class="GenItem" name="(a(n)) $adj_cloth_broken cloth hat" display="$item_name lies here" material="$any_cheap_cloth" level="$level_range" weight=1/> <ITEM class="GenItem" name="(a(n)) $adj_cloth_broken sack" display="$item_name lies here" material="$any_cheap_cloth" level="$level_range" weight=1/> <ITEM class="GenItem" name="(a(n)) ${l:item_material} pick" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=3 /> <ITEM class="GenItem" name="a bit of ${l:item_material} wire" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) $adj_cloth_broken blanket" display="$item_name lies here" material="$any_wood" level="$level_range" weight=1/> <ITEM class="GenItem" name="a dirty $adj_cloth_broken ${l:item_material} rag" display="$item_name lies here" material="$any_cheap_cloth" level="$level_range" weight=1/> <ITEM class="GenItem" name="(a(n)) ${l:item_material} tweezer" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) $adj_metal_broken locket" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=1 /> <ITEM class="GenItem" name="some false wooden teeth" display="$item_name are here" material="$any_wood" level="$level_range" weight=1 /> <ITEM class="GenFood" name="a squished frog" display="$item_name lies here" material="MEAT" level="$level_range" weight=1 nourishment=1 /> <ITEM class="GenLiquidResource" name="a puddle of blood" display="$item_name is here" material="BLOOD" level="$level_range" weight=1 LIQUIDHELD=1 /> <ITEM class="GenItem" name="(a(n)) ${l:item_material} axe head" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=3 /> <ITEM class="GenItem" name="(a(n)) $adj_wooden_broken wooden bracelet" display="$item_name lies here" material="$any_wood" level="$level_range" weight=1 /> <ITEM class="metacraft:any-Cooking < $level_range" name="some rotten $item_name" display="$item_name sits here" weight=1 description="It looks rotten and half-eaten."><AFFECT class="Poison_Rotten" parms="" /></ITEM> <ITEM class="metacraft:any-Baking < $level_range" name="some rotten $item_name" display="$item_name sits here" weight=1 description="It looks rotten and half-eaten."><AFFECT class="Poison_Rotten" parms="" /></ITEM> <ITEM class="GenWeapon" name="(a(n)) $adj_wooden_broken wooden sword" display="$item_name lies here" material="$any_wood" level="$level_range" weight=3 damage="1"/> <ITEM class="GenItem" name="a pair of bull horns" display="$item_name lie here" material="BONE" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) $adj_metal_broken metal handle" display="$item_name is sitting here" material="$any_cheap_metal" level="$level_range" /> <ITEM class="GenItem" name="(a(n)) $adj_wooden_broken ${l:item_material} stick" display="$item_name is sitting here" material="$any_wood" level="$level_range" weight=1/> <ITEM class="GenItem" name="a pile of corks" display="$item_name are here" material="OAK" level="$level_range" weight=1 /> <ITEM class="GenWeapon" name="(a(n)) $adj_metal_broken ${l:item_material} pipe" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=3 damage="2"/> <ITEM class="GenItem" name="a rat skull" display="$item_name lies here" material="BONE" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a stick of black chalk" display="$item_name lies here" material="STONE" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) $adj_metal_broken ${l:item_material} lock" display="$item_name is sitting here" material="$any_cheap_metal" level="$level_range" /> <ITEM class="metacraft:any-Cooking < $level_range" name="some half-eaten $item_name covered in mold" display="$item_name sits here" weight=1 description="Its been here awhile."><AFFECT class="Poison_Rotten" parms="" /></ITEM> <ITEM class="metacraft:any-Baking < $level_range" name="some half-eaten $item_name covered in mold" display="$item_name sits here" weight=1 description="Its been here awhile."><AFFECT class="Poison_Rotten" parms="" /></ITEM> <ITEM class="GenItem" name="(a(n)) $adj_metal_broken ${l:item_material} holy symbol" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) $adj_wooden_broken ${l:item_material} holy symbol" display="$item_name lies here" material="$any_wood" level="$level_range" weight=1 /> <ITEM class="GenLimb" name="a cracked glass eye" display="$item_name lies here" material="GLASS" level="$level_range" weight=1 /> <ITEM class="GenItem" name="$any_plural_digit $any_humanoid_race toes on a $adj_metal_broken chain" display="$item_name lie here" material="$any_cheap_metal" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) $adj_wooden_broken clothespin" display="$item_name lies here" material="$any_wood" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a worn leather ball" display="$item_name lies here" material="LEATHER" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) $adj_metal_broken ${l:item_material} belt buckle" display="$item_name is sitting here" material="$any_cheap_metal" level="$level_range" weight=1/> <ITEM class="GenItem" name="(a(n)) $adj_metal_broken ${l:item_material} knitting needle" display="$item_name is sitting here" material="$any_cheap_metal" level="$level_range" weight=1/> <ITEM class="GenLimb" name="a mummified $any_humanoid_race hand" display="$item_name lies here" material="MEAT" level="$level_range" weight=1 /> <ITEM class="GenLimb" name="a mummified $any_mammal_race paw" display="$item_name lies here" material="MEAT" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a ball of twine" display="$item_name lies here" material="$any_cheap_cloth" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) whittled ${l:item_material} stick" display="$item_name is sitting here" material="$any_wood" level="$level_range" weight=1/> <ITEM class="GenItem" name="a smooth rock" display="$item_name lies here" material="STONE" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a dyed $adj_colored_color stone" display="$item_name lies here" material="STONE" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a dyed $adj_colored_color stick" display="$item_name lies here" material="$any_wood" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a puzzle piece" display="$item_name lies here" material="$any_wood" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) $adj_wooden_broken bowl" display="$item_name is sitting here" material="$any_wood" level="$level_range" weight=1/> <ITEM class="GenPlayingCard" name="a playing card" ability="0?62" /> <ITEM class="GenItem" name="(a(n)) $any_avian_race feather" display="$item_name lies here" material="FEATHERS" level="$level_range" weight=1 /> <ITEM class="GenKey" name="(a(n)) $adj_metal_broken key" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=1 READABLETEXT="opensnothing"/> <ITEM class="GenItem" name="a clump of bloody $any_humanoid_race hair" display="$item_name lies here" material="MEAT" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) ${l:item_material} toothpick" display="$item_name lies here" material="$any_wood" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a clump of ${l:item_material}" display="$item_name lies here" material="$any_cheap_cloth" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) ${l:item_material} fishhook" display="$item_name is sitting here" material="$any_cheap_metal" level="$level_range" /> <ITEM class="GenItem" name="a gnawed-on $any_humanoid_race finger bone" display="$item_name lie here" material="BONE" level="$level_range" weight=1 /> <ITEM class="GenItem" name="a bloody $any_humanoid_race skull" display="$item_name lie here" material="BONE" level="$level_range" weight=1 /> <ITEM class="GenReadable" name="a scrap of paper" display="$item_name lies here" material="PAPER" level="$level_range" weight=1 description="There`s something written on it." READABLETEXT="Something totally unintelligible."/> <ITEM class="GenWeapon" name="(a(n)) ${l:item_material} nail" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=3 damage="1"/> <ITEM class="GenItem" name="(a(n)) $adj_wooden_broken hatchet handle" display="$item_name is sitting here" material="$any_wood" level="$level_range" /> <ITEM class="GenItem" name="(a(n)) $adj_wooden_broken baby rattle" display="$item_name is here" material="$any_wood" level="$level_range" weight=1 /> <ITEM class="GenItem" name="(a(n)) $adj_metal_broken horse shoe" display="$item_name lies here" material="$any_cheap_metal" level="$level_range" weight=1/> <ITEM class="GenItem" name="a bloody comb" display="$item_name lie here" material="$random_cheap_metal" level="$level_range" weight=1 /> <ITEM class="GenWeapon" name="(a(n)) ${l:item_material} chair leg" display="$item_name lies here" material="$any_wood" level="$level_range" weight=3 damage="1"/> <ITEM class="metacraft:any-Weaponsmithing < $level_range" name="(a(n)) $adj_metal_broken $item_name" display="$item_name lies here" damage=1 attack=-10 affbehav="<BEHAVES /><AFFECS />" /> <ITEM class="metacraft:any-Armorsmithing < $level_range" name="(a(n)) $adj_metal_broken $item_name" display="$item_name lies here" armor=0 affbehav="<BEHAVES /><AFFECS />" /> <ITEM class="metacraft:any-MasterWeaponsmithing < $level_range" name="(a(n)) $adj_metal_broken $item_name" display="$item_name lies here" damage=1 attack=-10 affbehav="<BEHAVES /><AFFECS />" condition="$level_range>30" /> <ITEM class="metacraft:any-MasterArmorsmithing < $level_range" name="(a(n)) $adj_metal_broken $item_name" display="$item_name lies here" armor=0 affbehav="<BEHAVES /><AFFECS />" condition="$level_range>30" /> </ITEM> </ITEM> <STRING id="rats_dragoncolor" select="pick-1" define="rats_dragoncolor"> <STRING pickweight=2 define="dragon_alignment=-10000">white</STRING> <STRING pickweight=2 define="dragon_alignment=-10000">black</STRING> <STRING pickweight=2 define="dragon_alignment=-10000">blue</STRING> <STRING pickweight=2 define="dragon_alignment=-10000">green</STRING> <STRING pickweight=2 define="dragon_alignment=-10000">red</STRING> <STRING pickweight=1 define="dragon_alignment=10000">brass</STRING> <STRING pickweight=1 define="dragon_alignment=10000">copper</STRING> <STRING pickweight=1 define="dragon_alignment=10000">bronze</STRING> <STRING pickweight=1 define="dragon_alignment=10000">silver</STRING> <STRING pickweight=1 define="dragon_alignment=10000">gold</STRING> </STRING> <STRING id="rats_leaf_exit" select="any-1"> <STRING id="rats_leaf_exits" select="all"> <STRING>The exit is to the $roomexits_desc_long.</STRING> <STRING>The way out of here is $roomexits_desc_long.</STRING> <STRING>The exit to the $roomexits_desc_long is the only way out.</STRING> <STRING>The only way out of here is $roomexits_desc_long.</STRING> <STRING condition="$roomtag_nodetype='leaf'">${c:STAT:ANYROOM:DISPLAY} is to the $roomexits_desc_long.</STRING> </STRING> </STRING>