#AREA Limbo~ #AUTHORS Diku~ #VERSION 4 #RANGES 0 99 0 99 #OLC_RANGES 1 99 #RESETMSG off~ #FLAGS AFLAG_NOTELEPORT|AFLAG_NEWHELPS|AFLAG_NOSUMMON|AFLAG_CONVERTED #JUSTICE $ #HELPS 0 LIMBO~ limbo~ This is the Gods' private studio of fractal confusion and militant entropy. The only way in is via immortal intervention. ~ 97 ADMIN GM DM~ GM Tools Helps~ Mud20 provides a complete set of GM tools for running the game, building, and game mastering. If you are reasing this help file, you have some or all of these commands and tools at your disposal: {a}PLAYERCOMM {b}SERVERCOMM {c}IMMINFO {d}IMMCOMM {e}ENVCOMM {f}DICEROLL {g}IMMTALK ~ 97 PLAYERCOMM~ GM Player Commands~ The following commands deal with the administration of the player base: {a}ADVANCE {b}ALLOW BAN {c}AUTHORIZE AUTH {d}BEEP {e}DENY DISCONNECT {f}DESTROY {g}FIXPASS {h}FREEZE {i}LOG SNOOP {j}MUTE {k}NBANISH NBAN {l}PARDON {m}PEACE {n}PLOAD {o}PQUIT {p}RECOVER {q}RESTORE {r}RETRAN {s}REWARD {t}SETFUNC {u}'SILENCE COMMAND' {v}SLAY {w}SSTAT {x}TRANSFER {y}WARN ~ 0 IMMTALK~ Immtalk~ {200}Syntax: immtalk <statement> {200}Syntax: > <statement> {078} IMMTALK functions similar to CHAT, but is private to the admin staff. The channel can be turned on or off using the CONFIG menu. ~ 90 AUTHORIZE AUTH~ Authorize~ Syntax:{078} To approve a character: auth <character name> accept To deny and delete a character: auth <character name> reject To ask a character to change names: auth <character name> name To ask a character to change adj: auth <character name> adj To reject a character name and adj: auth <character name> both To ask a character to change desc: auth <character name> desc To have the code verify the list: auth fixlist To purge inactive entries: auth clean {078} This command authorizes a name and adjective for a new character to allow them to enter the game with no restrictions. Until they have an adjective set, they can not be authorized. A player who is not authorized will be permitted to continue playing in the introductory area and level up to level 2 before being required to obtain authorization. To approve a character, simply type 'authorize <name> accept' and the character will be approved and free to roam the realms. To deny a name, and remove the associated player file type 'authorize <name> reject'. This option should only be used for a name or adjective that is considered extremely offensive, this option will delete the pfile. Typing 'authorize <name> name' approves the adjective and denies the name. Typing 'authorize <name> adj' approves the name and denies the adjective. Typing 'authorize <name> both' denies both, and the player must change both. If the authorize list is somehow broken, IE: a name can't be approved or denied, try: 'authorize fixlist'. ~ 97 ALLOW BAN~ Site Banning~ {200} Syntax: allow <site> Syntax: ban <site> Syntax: ban {078} BAN <site> prohibits players from that site from logging in. BAN with no arguments lists the banned sites. ALLOW <site> removes a site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. ~ 97 NBANISH NBAN~ Newbie Ban~ {200} Syntax: nban <site> {078} NBAN <site> prohibits players from that site from creating new characters. NBAN with no arguments lists the banned sites. issuing the command again for the same site removes the site from the ban list. The site ban test works by suffix comparison, so if you ban 'foo.edu', all sites within 'foo.edu' are banned as well. ~ 90 DENY DISCONNECT~ Disconnect & Deny~ {200}Syntax: deny <character> Syntax: disconnect <character> {078} DISCONNECT immediately disconnects that character. There is nothing to prevent the player from logging in again. DENY denies access to a particular player and throws them out of the game. DENY is permanent (persists across reboots) and is applied to every PC in the player's account. Only an owner admin may remove the ban. ~ 90 FREEZE~ Freeze~ {200}Syntax: freeze <character> {078} FREEZE <character> is a toggle which prevents a character from issuing any commands at all. Note that while a PC is frozen, the player cannot create any new PCs. ~ 90 DESTROY~ Destroy~ {200}Syntax: destroy <player> <name> {200}Syntax: destroy <clan> <name> {078} DESTROY completely eradicates a character or a clan from the game, removing it permanently and irrevocably. ~ 90 'SILENCE COMMAND'~ Silence~ Syntax: silence <character> SILENCE is used to muffle other characters, by preventing them from emoting, telling, and using channels. ~ 90 PLOAD~ Pload~ Syntax: pload <character> PLOAD loads a character into the game from its save file, without the player descriptor. This only works if the player is not actually logged onto the game. This allows an admin to make changes, execute commands, etc upon a character as if the character were standing there. ~ 90 FIXPASS~ Fixpass~ Syntax: fixpass <character> <newpassword> <newpassword> FIXPASS will reset a player's password to a new password. For use when the player either loses his password or it has become corrupt. You must enter the password twice to confirm the change. Once made, the old password is no longer retrievable. ~ 90 PQUIT~ Pquit~ Syntax: pquit <character> PQUIT forces a character to quit the game. Nothing prevents the player from logging on again immediately with this command. Usually it is used when a player is somehow bugged or unable to quit and relog on their own. ~ 90 MUTE~ Mute~ Syntax: mute <character> MUTE prevents a player from hearing communication from others save an admin. They cannot hear tells, chats, or even read notes. ~ 97 REWARD~ Reward~ Syntax: reward <character> [group] [little|some|lots|challenge rating] REWARD is used by an admin to award experience to a character, or to a group by using the optional GROUP argument. The amount of experience awarded is relative based on the level of the recipient: * Using no argument, or the SOME argument, will award experience based on a challenge equivalent to facing an opponent equal to the recipient's level. * Using the LITTLE argument will award based on a challenge equivalent to an opponent equal to half the recipient's level. * Using the LOTS argument will award based on a challenge equivalent to an opponent of 1 1/2 time the recipient's level. * Using the GROUP argument calculates the average level of the party. * You can also use a number (1-30) to approximate the challenge level of the reward. These levels can also be adjusted up or down relative to how well the immortal feels the character or group roleplayed in the scenario, stayed in-character and so on. ~ 90 LOG SNOOP~ Log and Snoop~ Syntax: log <character> Syntax: log all Syntax: snoop <character> LOG <character> causes all of a character's commands to be logged into the server's log file. Like FREEZE, it is a persistent character toggle. Certain commands (PASSWORD) are protected against LOG. Conversely, certain commands (especially immortal commands) are always logged. LOG ALL logs all character commands. It is a server-wide toggle; it does not persist across reboots. SNOOP shows you a copy of all the input and output going to a character. The character must have an open channel. You may snoop more than one character at a time. SNOOP yourself to cancel all outstanding snoops. Or, SNOOP BOB to cancel only your snoop of Bob and leave other snoops snooping. ~ 97 ADVANCE~ Advance~ {200}Syntax: advance <character> <level> {078} ADVANCE sets a character's level to the specified value. It is the only way to create new immortal characters within the game. ADVANCE may also be used to demote characters. Advance is also used to first set a character into a prestige class. First, MSET the class of the character to the prestige class, then ADVANCE the player to his next level. ~ 97 SETFUNC~ Setfunc~ {200}Syntax: setfunc <character> <function> {078} This toggles player functions for the character's account, that determine the information, commands, and functions available to the player. Once set on a character, the functions apply to every character in the player's account: BUILDER: Has access to all the builder commands (only for his assigned area), and builder help files. Can use admin commands only pertaining to NPCs and objects in the player's assigned area. HELPER: Can view the QUESTION channel, and access the AUTHORIZE command to approve new character names and descs. ENFORCER: Has access to any of the helper commands and helps, and also access player enforcement commands, including those to ARREST, FREEZE, BAN or PARDON characters. BETA TESTER: Has access to the GOTO command for under construction areas, and STAT commands for objects and NPCs, but does not have access to area creation and editing commands. GOD: Is a full-fledged GM, with access to all admin level commands, including all of the above privileges, and all commands not restricted to owner-level admins. ~ 90 SILENCE~ Silence~ SILENCE could be referring to one of two things: {200} [{078}A{200}]{178} The SILENCE spell. {200} [{078}B{200}]{178} The SILENCE command, for Admins. {a}'SILENCE SPELL' {b}'SILENCE COMMAND' ~ 90 STRIKE~ Strike~ {200}Syntax: strike <player> {300} The STRIKE command is the strongest punishment tool given to an Enforcer. This allows a GM or Enforcer to issue a strike against an offending player when all other efforts to correct the player fail, or when the offense is serious enough to warrant the strike upon releasing from an arrest. A strike applies to the player's account, not just the individual character. It impacts the RP Rating of the player - each strike penalizing XP gain by 1/3. If the player receives three strikes, he is immediately disconnected and banned upon the third strike. Once a player is banned by receiving too many strikes, only a full admin can allow him on the game once more, and remove any strikes from the player. ~ 90 WARN~ Warn~ {200}Syntax: warn <player> [twink|harassment|language|other] {300} The WARN command is a stern, but gentle disciplinary command for Enforcers and Admins. You are able to choose one of the offenses above for the player to be warned of. A warn causes no permanent affects to the player's account, but the warning is logged in the WARN log, and can be searched and referenced by an admin at a later date if needed for further actions later. It is highly recommended that this be the first step for correcting a player, before other measures like a STRIKE if the same offense happens more than once. ~ 90 ARREST UNARREST~ Arrest and Unarrest~ {200}Syntax: arrest <player> <number> <hours|days|months|years> {300} ARREST command confines a player to the abyss, which is an OOC punishment area. You must specify a confinement time for the arrest. Once the player is moved to the abyss, you will be put into a text editor, and expected to write up the reason for the confinement. Your name and the reason for the arrest will be included in the arrest log for the GMs as a whole to act upon it. While a PC is arrested, the player cannot create any new PCs. UNARREST releases the confined player from the abyss, and purges the arrest record. Depending upon the offense, the GMs may issue a STRIKE to the player. This strike applies to any character in the player's account. ~ 97 RESTORE~ Restore~ {200}Syntax: restore <target> {078} This GM command restores all of the target's hit points, mana, move points and resets all their conditions. ~ 97 RECOVER~ Recover~ {200}Syntax: recover <target> {078} This GM command attempts to recover a character from its backup file. Use this when a player character appears to be corrupted, or you want to retroact some changes to the character. The recover process will only recover a backup from midnight of the previous day. ~ 90 PARDON~ Pardon~ {200}Syntax: pardon <character> killer Syntax: pardon <character> thief Syntax: pardon <character> outcast Syntax: pardon <character> crimes {078} PARDON pardons a player for their offenses: The command can either erase the players PKILL status, PTHIEF status, OUTCAST status, or forgive the bounties in all areas for the character. ~ 97 SLAY~ Slay~ {200}Syntax: slay <character> {078} SLAY kills a character in cold blood, no saving throw, no resistance. ~ 97 TRANSFER~ Transfer~ {200}Syntax: transfer <character> Syntax: transfer all Syntax: transfer <character> <location> Syntax: transfer all <location> {078} TRANSFER transfers the target character, or ALL player characters, to your current location (default) or to a specified location. ~ 97 RETRAN~ Retran~ {200}Syntax: retran <character> Syntax: retran all {078} RETRAN puts the characters you transferred back into the place where they were before. If they quit out first or the game reboots, you are no longer able to RETRAN them. ~ 90 BEEP~ beep~ {200}Syntax: BEEP [<name>] {078} The beep command rings the VT102 bell on everyone in the room. With a name specified, it beeps the player. ~ 97 PEACE~ peace~ Syntax: peace PEACE causes all characters in a room to stop fighting. ~ 97 REBOOT SHUTDOWN~ Reboot & Shutdown~ {200}Syntax: reboot Syntax: shutdown {078} REBOOT shuts down the server. When the normal 'startup' script is used to control the server, a delay of sixty seconds will ensue (to allow old connections to die), followed by a reboot. SHUTDOWN shuts down the server and prevents the normal 'startup' script from restarting it. ~ 97 COPYOVER~ Copyover~ {200}Syntax: copyover {078} COPYOVER is a warm reboot of the server. All players currently logged in with remain logged in when the game restarts, in the places they originally were. Mobiles and objects are reset, however. Any permanent changes in an area file or help file or other code elements will not be available to the players until a copyover is done. ~ 97 WIZLOCK~ Wizlock~ {200}Syntax: wizlock {078} WIZLOCK is a toggle command. When the server is WIZLOCKed, players without functions set may not log in. Players who lose their links, however, may reconnect. ~ 97 VERSION~ Version~ {200}Syntax: version {078} VERSION displays the current and prior server software version. ~ 97 FORCE~ Force~ {200}Syntax: force <character> <command> Syntax: force all <command> {078} FORCE forces one character to execute a command. FORCE 'all' forces all player characters to execute a command. ~ 75 MLOAD OLOAD~ mload oload~ Syntax: mload <vnum> Syntax: oload <vnum> Syntax: oload <vnum> <level> MLOAD loads a mobile given its vnum (virtual number). The vnum's are just the #NNNN numbers that appear in world.obj. OLOAD loads an object given its vnum. It takes an optional parameter for the level of the object to be loaded. ~ 97 SERVERCOMM~ GM Server Commands~ The following commands deal with the administration of the server itself: {a}COPYOVER {b}NOHELPS {c}REBOOT SHUTDOWN {d}SAVE {e}SHOW {f}VERSION {g}WIZLOCK ~ 97 SHOW~ Show~ {078} SHOW is an administrative command that shows various aspects of the server. An overview of the options in the show command are: {200} {a}SACCOUNT {b}SHOWAPPLIES {c}SARRESTS {d}ADDHELP {e}CPU {f}SHOWEXP {g}HASH {h}LLOG {i}MEMORY {j}OPENFILES {k}ROOMAFFECTS {l}SPETS {m}STACK {n}SHOWTERM {o}USAGE {p}USERS {q}SHOWDICE ~ 97 OPENFILES~ openfiles~ {200} Syntax: show openfiles {078} Displays a list of currently open files, and whether they are open to read (r) or write (w). ~ 97 ADDHELP~ addhelps~ {200} Syntax: show addhelp [clear now] {078} Displays a list of help topics attempted by players for which there is no help file attached. CLEAR NOW clears the list. This can aid in suggesting what topics players might be looking for. ~ 97 SHOWDICE~ dicerolls~ {200} Syntax: show dicerolls [clear now] {078} Displays a list of dice rolls made by players using the DICEROLL command. This can be used to verify a contested dice roll in RPs where manual dice rolling is called for. ~ 97 CPU~ cpu~ Syntax: show cpu Displays a list of processes running on your mud, their frequencies, the amount of CPU time each process occupies, and the percentage of the mud's total load it occupies. ~ 97 MEMORY~ memory~ Syntax: show memory Reports the size of your mud. The 'Mobs' and 'Objs' lines report the number of types of mobiles and objects, not the number of instances currently in the game. The 'Strings' line shows memory used by area-file strings. These strings have a maximum limit, which is also shown. The 'Perms' line shows permanently allocated memory blocks. There is no limit on the number and size of these blocks. The 'Skills' line shows the current number of skills on the server. This number cannot exceed the predfined maximum as new skills are added (presently, this number is 1999 ~ 97 USAGE~ usage~ Syntax: show usage [daily|weekly|average|sun|mon|tue|wed|thu|fri|sat|sun] Usage will show you a graph of the maximum number of players on during each hour of the day (daily) or each day of the week (weekly). It will also show the usage of a specified day. As you can see, only the usage data of 1 week is stored. Usage defaults to the daily format. ~ 97 USERS~ users~ {200} Syntax: users {078} Reports all of the visible users connected to the server, including users in the process of logging in. The two numbers inside brackets are the channel number and the 'connected' state. The 'connected' states are listed in merc.h: 0 is CON_PLAYING; non-zero values are various states of logging in. ~ 97 SHOWTERM~ terms~ {200} Syntax: show terms {078} Displays a list of the connected players and their terminal settings: column width and line depth, whether or not they are using VT102, ANSI, and MCCP. ~ 97 LLOG~ log~ {200} Syntax: show log {078} Displays the last several lines of the current server log, enough to fill a single screen for the person viewing it. ~ 97 SARRESTS~ arrests~ {200} Syntax: show arrests <player> [number] {078} Lists the arrests for a named player. Adding the number of the arrest will display the details of the arrest. ~ 97 SACCOUNT~ accounts~ {200} Syntax: show accounts {078} Lists the current player accounts logged onto the server, and the character being played. ~ 97 SPETS~ pets~ {200} Syntax: show pets {078} Lists the current pets loaded on the server and whose they are. ~ 97 ROOMAFFECTS~ roomaffects~ {200} Syntax: show roomaffects {078} Lists the current active room affects, and what room is affected. ~ 97 SHOWEXP~ exp~ {200} Syntax: show exp {078} Displays the current experience curve, including total XP and XP to level. ~ 97 STACK~ stack~ {200} Syntax: show stack {078} Shows the current debug tracing stack, and which functions are currently being traced. ~ 97 HASH~ hash~ {200} Syntax: show hash {078} Shows the current hash memory (links and strings) and totals. ~ 97 SHOWAPPLIES~ applies~ {200} Syntax: show applies {078} Lists the affect applies on the server, and their bitvector values. ~ 97 IMMCOMM~ GM Personal Commands~ The following commands allow you to get around and GM on the server: {a}BAMFIN BAMFOUT {b}GOTO REGOTO {c}HOLYLIGHT INVIS {d}CONFIG CONFIG00 ~ 97 ENVCOMM~ GM Environment Commands~ The following commands allow you affect the server and its environment: {a}ECHO {b}FORCE {c}MLOAD OLOAD {f}PURGE {g}SWITCH RETURN ~ 75 PURGE~ purge~ Syntax: purge [area] Syntax: purge <character> PURGE is used to clean up the world. PURGE with no arguments removes all the NPC's and objects in the current room. PURGE with an argument purges one character from anywhere in the world. PURGE will not get rid of PC's. PURGE AREA will remove EVERYTHING in an entire area. If you are not an admin, you can only purge the NPCs and objects from an area you are developing. ~ 97 AT~ at~ Syntax: at <location> <command> AT executes the given command (which may have arguments) at the given location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. AT works by temporarily moving you to that location, executing the command, and then moving you back (if the command didn't change your location). ~ 97 ECHO~ echo~ Syntax: echo <message> ECHO sends a message to all players in the game, without any prefix indicating who sent it. ~ 97 BAMFIN BAMFOUT~ bamfin bamfout~ Syntax: bamfin <message> Syntax: bamfout <message> The standard messages for GOTO are 'arrives in a swirling mist' and 'leaves in a swirling mist'. You can replace these messages with messages of your own choosing using the BAMFIN and BAMFOUT commands. ~ 75 GOTO REGOTO~ goto~ Syntax: goto <location> GOTO takes you to a location. The location may be specified as a vnum, as the name of a mobile, or as the name of an object. You may not GOTO a room if it is PRIVATE and has two (or more) characters already present, or if it is SOLITARY and has one (or more) characters already present. REGOTO will return you to the last room you were in. ~ 97 HOLYLIGHT INVIS~ Holylight and Invis~ Syntax: holylight Syntax: invis HOLYLIGHT is basically god mode for admins. When holylight is toggled on, you will see anything and everything that mortals cannot see, you are immune to most effects, you automatically make any save, and you cannot fail any check by rolling a 1. INVIS is a toggle which makes you completely invisible to all player characters and NPCs. You are also invisible on the WHO list and any means of detection. Only admins of higher level than yourself will still see you. ~ 97 IMMINFO~ GM Information Commands~ The following commands allow you to get info on the server and players: {a}MFIND OFIND {b}MPSTAT {c}MSTAT {d}MWHERE OWHERE {e}OPSTAT {f}OSTAT {g}RPSTAT {h}RSTAT {i}SHOWCLASS SHOWRACE SHOWGOD {j}SHOWDOMAIN SHOWBLOODLINE {k}SLOOKUP {l}SSTAT {m}WIZHELP ~ 75 MFIND OFIND~ mfind ofind~ Syntax: mfind <name> Syntax: ofind <name> MFIND finds all mobile types with a particular name. OFIND finds all object types with a particular name. ~ 75 MWHERE OWHERE~ mwhere owhere~ {200}Syntax: mwhere <name> Syntax: mwhere <name|total> {078} MWHERE shows you the locations of all mobiles with a particular name. OWHERE shows you the locations of all objects with a particular name. OWHERE TOTAL shows the statistics of all objects currently in the game. ~ 75 SHOWCLASS SHOWRACE SHOWGOD~ showclass, showrace, showgod~ Syntax: showclass <name|all> Syntax: showgod <name|all> Syntax: showrace <name|all> SHOWCLASS shows you the details of a named class, or a list of all classes SHOWRACE shows you the details of a named race, or a list of all races. SHOWGOD shows you the details of a named deity, or a list of all deities. ~ 75 SHOWDOMAIN SHOWBLOODLINE~ showdomain showbloodline~ Syntax: showdomain <name|all> Syntax: showbloodline <name|all> SHOWDOMAIN shows you the details of a named domain, or a list of all domains. SHOWBLOODLINE shows you the details of a sorcerer bloodline, or a list of all. ~ 75 SLOOKUP~ slookup~ Syntax: slookup <skill-or-spell> Syntax: slookup <all|feats|skills|spells> Displays information regarding any skill on the game, including skills, feats, abilities, spells, etc. SLOOKUP shows you the details for a given skill, including all flags, and the classes and domains its available in. SLOOKUP ALL shows a list of all skills and spells with their skill number. SLOOKUP SPELLS lists all spells, their school, and classes and circles. SLOOKUP SKILLS lists all skills, and which classes have each as a class skill. SLOOKUP FEATS lists all feats, and what type of feat they are. ~ 97 SWITCH RETURN~ switch return~ Syntax: switch <character> Syntax: return SWITCH switches you into the body of another character (who must not already have a descriptor, e.g. you can't switch into a PC). RETURN returns you to your original body. ~ 31 WIZHELP~ wizhelp~ Syntax: wizhelp WIZHELP provides a list of all the GM commands available to you. ~ 97 TICK~ tick~ {200} Syntax: tick <amount> <minutes|hours> {078} Many of the game actions are based upon interval timers, including combat, most autonomous monster actions, hp/mana/move regeneration, spell duration, weather, and area resetting. Of these timers, character update timer is popularly called the 'tick'. Ticks on this mud are 60 seconds of real time. The tick command allows you to advance time on the mud by however many minutes or hours your specify. This is intended for troubleshooting and bug testing, and should NOT be done on an active game port with several people playing. The fact that all events cycle at an excellerated rate means that everything will be brought to a halt as the time advances. It is also best not to tick more than 2-3 hours at a time, because bad things can happen with a world unchecked at super speed. ~ 97 SSTAT~ sstat~ {200} Syntax: sstat <victim> [skill name|skill|feat|weapon|spell|ability] {078} Sstat shows you a list of all a PC or mobile's known skills, and their ranks. It can alternately filter the list down to only one category of skill, spell or ability. ~ 97 NOHELPS~ Nohelps Command~ {200} Syntax: nohelps <all|areas|commands|skills|spells> {078} Displays a list of missing help files for commands, skills and areas. Leaving the argument blank or using ALL displays the missing helps for all of these. ~ 0 $~ #MOBILES #1 Puff~ Puff~ Puff the Fractal Dragon is here, contemplating a higher reality.~ ~ U 20 CLASS_CLERIC RACE_DRAGON SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_SANCTUARY 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 25 23 12 13 10 19 12 0 0 SIZE_LARGE 0 0 0 0 0 0 0 C CLASS_CLERIC 30 >rand_prog 15~ switch numberrange (1,20) case 1 pat $r case 2 say Are you awake $r? case 3 mpecho {108}Puff fades into the relative darkness. case 4 mpecho {058}U{078}l{058}t{078}r{058}a {078}v{058}i{078}o{058}l{078}e{058}t {078}flames shoot from Puff's nostrils. case 5 mpecho {078}A small plasma cloud burps out of Puff. case 6 mpecho {078}Puff s{178}n{078}e{178}e{078}z{178}e{078}s, an arctic wind chilling your bones. case 7 mpecho {078}Puff flaps her little wings and scary {108}s{078}h{108}a{078}d{108}o{078}w{108}s {078}f{068}l{078}i{068}c{078}k{068}e{078}r through the void. case 8 mpecho {078}Puff scrapes its claws over a temporary materialized {038}m{078}i{038}l{078}l {038}s{078}t{038}o{078}n{038}e{078}. case 9 mpecho {078}Puff fades into the room description. case 10 mpecho {078}Puff flies out of the room description. case 11 smile $r say What's a cutie like you doing in a place like this? case 12 mpecho {078}Grey smoke leaks from Puff's nostrils forming circles which float up slowly. case 13 mpecho {078}Puff the Fractal Dragon huffs and puffs. case 14 mpecho {078}Puff stares at the stars. case 15 mpecho {078}S{068}w{078}i{068}r{078}l{068}i{078}n{068}g{078} l{068}i{078}g{068}h{078}t{068}s dangle through the void as Puff air-guitars like a {018}m{068}a{018}d {068}g{018}i{068}r{018}l{068}! case 16 smile $r case 17 snuggle $r case 18 peer $r case 19 mischievous $r case 20 wiggle $r endswitch ~ | #2 tsi TsiCat~ Tsi the Cat~ Tsi the magic cat is hiding here.~ Tsi looks like an ordinary cat with the exception of pure black eyes. Tsi is wearing a Grand Prix drivers suit. ~ U 1 CLASS_CLERIC RACE_HUMAN SEX_FEMALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL AFF_HASTE|AFF_TONGUES 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 10000 10 10 10 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 30 >intercept_prog tsijump~ sayto $n How high do you want me to jump? ~ >intercept_prog sleep~ sayto $n You're a lazy bastard! mpunintercept ~ >intercept_prog smile~ mpunintercept sayto $n What are you smiling at? ~ >intercept_prog north~ mpechoaround $n $I stops $n. mpechoat $n $I stops you. sayto $n Don't do that, you'll slam into the wall! ~ >speech_prog p tumble check~ if tumble_check ($n) >= 15 sayto $n Tumble check succeded. else sayto $n Tumble check failed. endif sayto $n You scored a $x. if number ($x) > 15 say That is greater than or equal to the DC of 15. else say That is less than the DC of 15. endif ~ >speech_prog p bluff check~ if bluff_check ($n) == $i sayto $n Oooh, I believe your every word! else sayto $n You can't fool me, $n. endif ~ >speech_prog p climb check~ if climb_check ($n) == 15 sayto $n Climb check succeded. else sayto $n Climb check failed. endif ~ >speech_prog p concentration check~ if concentration_check ($n) == 15 sayto $n Concentration check succeded. else sayto $n Concentration check failed. endif ~ >speech_prog p decipher check~ if decipher_script_check ($n) == 15 sayto $n Decipher check succeded. else sayto $n Decipher check failed. endif ~ >speech_prog p diplomacy check~ if diplomacy_check ($n) == 15 sayto $n Diplomacy check succeded. else sayto $n Diplomacy check failed. endif ~ >speech_prog p disguise check~ if disguise_check ($n) == $i sayto $n Disguise check succeded. else sayto $n Disguise check failed. endif ~ >speech_prog p disable device check~ if disable_device_check ($n) == 15 sayto $n Disable Device check succeded. else sayto $n Disable Device check failed. endif ~ >speech_prog p escape artist check~ if escape_artist_check ($n) == 15 sayto $n Escape Artist check succeded. else sayto $n Escape Artist check failed. endif ~ >speech_prog p first aid check~ if first_aid_check ($n) == 15 sayto $n First Aid check succeded. else sayto $n First Aid check failed. endif ~ >speech_prog p streetwise check~ if streetwise_check ($n) == 15 sayto $n Streetwise check succeded. else sayto $n Streetwise check failed. endif ~ >speech_prog p handle animal check~ if handle_animal_check ($n) == 15 sayto $n Handle Animal check succeded. else sayto $n Handle Animal check failed. endif ~ >speech_prog p hide check~ if hide_check ($n) == $i sayto $n Hide check succeded. else sayto $n Hide check failed. endif ~ >speech_prog p intimidate check~ if intimidate_check ($n) == $i sayto $n Intimidate check succeded. else sayto $n Intimidate check failed. endif ~ >speech_prog p jump check~ if jump_check ($n) == 10 sayto $n Jump check succeded. else sayto $n Jump check failed. endif ~ >speech_prog p mount check~ if mount_check ($n) == 15 sayto $n Mount check succeded. else sayto $n Mount check failed. endif ~ >speech_prog p pick lock check~ if pick_lock_check ($n) == 15 sayto $n Open Lock check succeded. else sayto $n Open Lock check failed. endif ~ >speech_prog p search check~ if search_check ($n) == 15 sayto $n Search check succeded. else sayto $n Search check failed. endif ~ >speech_prog p sense motive check~ if sense_motive_check ($n) == $i sayto $n Sense Motive check succeded. else sayto $n Sense Motive check failed. endif ~ >speech_prog p steal check~ if sleight_of_hand_check ($n) == $i sayto $n Steal check succeded. else sayto $n Steal check failed. endif ~ >speech_prog p sneak check~ if sneak_check ($n) == $i sayto $n Sneak check succeded. else sayto $n Sneak check failed. endif ~ >speech_prog p spellcraft check~ if spellcraft_check ($n) == 15 sayto $n Spellcraft check succeded. else sayto $n Spellcraft check failed. endif ~ >speech_prog p perception check~ if perception_check ($n) == 15 sayto $n Perception check succeded. else sayto $n Perception check failed. endif ~ >speech_prog p survival check~ if survival_check ($n) == 15 sayto $n Survival check succeded. else sayto $n Survival check failed. endif ~ >speech_prog p swim check~ if swim_check ($n) == 15 sayto $n Swim check succeded. else sayto $n Swim check failed. endif ~ >speech_prog p use magic check~ if use_magic_check ($n) == 15 sayto $n Use Magic check succeded. else sayto $n Use Magic check failed. endif ~ >speech_prog p str check~ if str_check ($n) >= $i sayto $n Strength check finished. You win. else sayto $n Strength check finished. I win. endif ~ >speech_prog p dex check~ if dex_check ($n) >= 15 sayto $n Dexterity check succeeded. sayto $n You scored a roll of $x. if number ($x) > 15 sayto $n And that is greater than 15. endif else sayto $n Dexterity check failed. sayto $n You scored a roll of $x. endif ~ >speech_prog p con check~ if con_check ($n) >= 15 sayto $n Constitution check succeeded. else sayto $n Constitution check failed. endif ~ >speech_prog p int check~ if int_check ($n) >= 15 sayto $n Intelligence check succeeded. else sayto $n Intelligence check failed. endif ~ >speech_prog p wis check~ if wis_check ($n) >= 15 sayto $n Wisdom check succeeded. else sayto $n Wisdom check failed. endif ~ >speech_prog p cha check~ if cha_check ($n) >= 15 sayto $n Charisma check succeeded. else sayto $n Charisma check failed. endif ~ >speech_prog bullybull~ if isaffected ($n) == 'bulls strength' sayto $n You are strong! else sayto $n You are unaffected. endif ~ >speech_prog p bless me~ if isaffected ($n) == bless sayto $n You are already blessed. else sayto $n As you wish. cast bless $n endif ~ >speech_prog p race check~ if perm_cha ($n) >= 14 sayto $n You're quite the pretty $n.race! else sayto $n Well, you look like you're a $n.race! endif ~ >speech_prog p class check~ if mclass (wizard, $n) > 0 sayto $n You're a level $x Wizard. endif ~ >speech_prog p sex check~ if perm_cha ($n) >= 14 sayto $n You're quite the pretty $n.sex! else sayto $n Well, you look like you're a $n.sex! endif ~ >speech_prog p god check~ if god ($n) == 0 sayto $n You have no devotion. else sayto $n You're a devotee of $n.god! endif ~ >speech_prog p expand test~ sayto $n Way to go $n. ~ >speech_prog p skill check~ if skilllevel (appraise, $n) > 0 sayto $n You have $x ranks in Appraise. endif if skilllevel (bluff, $n) > 0 sayto $n You have $x ranks in Bluff. endif if skilllevel (climb, $n) > 0 sayto $n You have $x ranks in Climb. endif if skilllevel (concentration, $n) > 0 sayto $n You have $x ranks in Concentration. endif if skilllevel (handle animal, $n) > 0 sayto $n You have $x ranks in Handle Animal. endif if skilllevel (jump, $n) > 0 sayto $n You have $x ranks in Jump. endif if skilllevel (disguise, $n) <= 0 sayto $n But you cannot disguise yourself. endif ~ >speech_prog p quest check~ say The bit is 0 1 1 if quest (0, 1, $n) == 1 sayto $n You have the qbit! else sayto $n you don't have the bit endif ~ >speech_prog p stat check~ if perm_str ($n) > 0 say Your permanent strength is $x. if perm_str ($n) > 11 say That is stronger than average else if perm_str ($n) < 9 say That is less than average. else say That is just about average. endif endif endif ~ | #3 supermob~ the SuperMob~ The SuperMob is here, controlling the fate of the world.~ You didn't see anything... ~ U 30 CLASS_CLERIC RACE_NONE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_NOFIGHT|ACT_NOASSIST|ACT_MOBINVIS AFF_TRUESIGHT 0 ARMOR_TYPE_CLOTH d8+76510 0d0+0 0 0 0 10 10 10 10 10 10 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 30 #4 totem~ a totem~ A revered emblem of magical power is here.~ Though you look at it and study it, it's impossible to tell what features the totem has, as they constantly shift and morph from one to another. ~ U 30 CLASS_CLERIC RACE_NONE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+5385 0d0+0 0 0 0 10 10 10 10 10 10 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 30 #10 morphling M10~ a morphling~ ~ ~ U 30 CLASS_CLERIC RACE_ELF SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+10000 0d0+0 0 0 0 10 10 10 12 8 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 30 #19 warhorse destrier~ a regal destrier~ A regal white destrier stands proudly here.~ A powerful, large warhorse, with a gleaming silver mane. Its muscles ripple as it stands on powerful hooves. ~ S 1 CLASS_CLERIC RACE_HORSE SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #20 homonculous imp~ the homonculous~ There is a small homonculous snooping around here.~ The homonculous looks like a six inch tall gargoyle, with little wings and fangs. It appears to be looking for something important. ~ U 3 CLASS_CLERIC RACE_GARGOYLE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK AFF_FLYING 0 ARMOR_TYPE_CLOTH d8+4 0d0+0 0 0 0 15 6 11 14 18 7 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 3 #21 demon~ a demon~ There is a demon growling here.~ The demon has large fangs protruding from its mouth, and a long row of spikes sticking up along its back. ~ U 1 CLASS_CLERIC RACE_ELF SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK 0 0 ARMOR_TYPE_CLOTH d8+9 0d0+0 -1000 0 0 10 10 10 12 8 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 1 #22 shadow mastiff~ a shadow mastiff~ {108}A shadowy canine form is here.~ {108}It has the body of a large, wild dog, with a smooth black coat that almost seems to absorb all light that hits it. ~ S 4 CLASS_CLERIC RACE_SHADOW_MASTIFF SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 4 #23 shade shadow~ a shadow~ A humanoid shadow floats here.~ The shadow looks like an humanoid figure, with no person to cast it attached. ~ S 3 CLASS_CLERIC RACE_SHADE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK C CLASS_CLERIC 3 #24 phantasm phantasmal killer shadow~ a phantasmal killer~ There is a shimmering shadow here.~ The shadow seems to sneak around and makes wispering noises. ~ U 1 CLASS_CLERIC RACE_HUMAN SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_WEAK|ACT_NOCORPSE AFF_FLYING 0 ARMOR_TYPE_CLOTH d8+9 0d0+0 0 0 0 10 10 10 10 10 10 0 0 SIZE_MEDIUM 0 0 0 0 0 0 0 C CLASS_CLERIC 1 #25 illusion~ an illusion~ A shimmering illusion is here.~ ~ U 1 CLASS_CLERIC RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WIMPY|ACT_WEAK|ACT_NOCORPSE|ACT_NOFIGHT 0 0 ARMOR_TYPE_CLOTH d8+9 0d0+0 0 0 0 10 10 10 10 10 10 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 1 #26 tiny arcane eye~ a tiny eyeball construct~ A tiny eyeball construct float silently here.~ It is, perhaps, an inch in diameter and looks like a small disembodied eyeball. ~ U 1 CLASS_CLERIC RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WIMPY|ACT_WEAK|ACT_NOFIGHT|ACT_MOBINVIS AFF_INVISIBLE|AFF_SNEAK 0 ARMOR_TYPE_CLOTH d8+9 0d0+0 0 0 0 10 10 10 12 8 10 BTYPE_BIPEDAL 0 SIZE_FINE RTYPE_CONSTRUCT 0 0 0 0 0 0 C CLASS_CLERIC 1 #27 water elemental~ a water elemental~ A ripple in the water seems to be man shaped.~ The water elemental seems to be mouthing unheard words. ~ S 2 CLASS_CLERIC RACE_ELEMENTAL_WATER SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WIMPY|ACT_WEAK C CLASS_CLERIC 1 #28 air elemental humanoid dust~ an air elemental~ Motes of dust dance in the shape of large humanoid.~ As you look closer you see a rippling disturbance in the air. Without the dust, you suspect you wouldn't be able to make this elemental out at all. ~ S 2 CLASS_CLERIC RACE_ELEMENTAL_AIR SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WIMPY C CLASS_CLERIC 1 #29 earth elemental~ an earth elemental~ A large mound of earth has risen from the ground.~ The mound is made of up of earth, clay, bits of twig and rocks. It mocks the shape of a man. ~ S 1 CLASS_CLERIC RACE_ELEMENTAL_EARTH SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #30 eagle gigantic~ an enormous eagle~ A gigantic eagle waits here.~ This is a magnificent, noble creature, with a wingspan of thirty feet. His body is covered in faun-colored feathers which blow softly in the breeze, and his head in grey and brown feathers. His eyes are golden and sharp, and his beak is almost black. ~ S 4 CLASS_CLERIC RACE_EAGLE_GIANT SEX_MALE POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WEAK C CLASS_CLERIC 1 #31 large badger~ an large badger~ A large badger scrapes his claws here.~ Desc goes here. ~ S 1 CLASS_CLERIC RACE_BADGER SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #32 black bear~ an black bear~ A black bear stands here.~ Desc goes here. ~ S 3 CLASS_CLERIC RACE_BEAR SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #33 loyal dog~ a loyal dog~ A loyal dog stands obediently here.~ Desc goes here. ~ S 1 CLASS_CLERIC RACE_DOG SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #34 dun camel~ a dun camel~ A camel with a dun coat stands here, spitting.~ Desc goes here. ~ S 3 CLASS_CLERIC RACE_CAMEL SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #35 hawk~ a hawk~ a large hawk is here.~ Desc goes here. ~ S 1 CLASS_CLERIC RACE_HAWK SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #37 horse~ a horse~ a lithe horse whinnies here.~ Desc goes here. ~ S 3 CLASS_CLERIC RACE_HORSE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #38 horned owl~ a horned owl~ a horned owl sits here and hoots.~ Desc goes here. ~ S 1 CLASS_CLERIC RACE_BIRD SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #39 sly weasel~ a weasel~ a sly little weasel sniffles about here.~ Desc goes here. ~ S 1 CLASS_CLERIC RACE_WEASEL SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 % 13 escape artist~ % 13 stealth~ % 13 tumble~ #40 wolf~ a wolf~ a large wolf stalks about here.~ Desc goes here. ~ S 2 CLASS_CLERIC RACE_WOLF SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #41 boar~ a large boar~ a large boar stands here and snorts.~ Desc goes here. ~ S 2 CLASS_CLERIC RACE_BOAR SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #42 tiger~ a tiger~ a striped tiger paces about here.~ Desc goes here. ~ S 6 CLASS_CLERIC RACE_TIGER SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #43 bat familiar~ a bat~ A small bat is perched here.~ It is a normal looking bat of the non-dangerous sort. Short black fur covers it and the slightest hint of pink tints the wings. ~ S 1 CLASS_CLERIC RACE_BAT SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #44 cat familiar~ a cat~ A cat prowls around here.~ ~ S 1 CLASS_CLERIC RACE_CAT SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #45 lizard familiar~ a lizard~ A lizard skitters about here.~ ~ S 1 CLASS_CLERIC RACE_LIZARD SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 % 13 climb~ #46 snake familiar~ a snake~ A snake slithers around here.~ ~ S 1 CLASS_CLERIC RACE_SNAKE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #47 toad familiar~ a toad~ A toad hops around here.~ ~ S 1 CLASS_CLERIC RACE_TOAD SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #48 rat familiar~ a rat~ A rat scurries about here.~ ~ S 1 CLASS_CLERIC RACE_RODENT SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL C CLASS_CLERIC 1 #49 generic companion~ a generic companion~ A generic companion waits to be transformed.~ ~ U 1 CLASS_CLERIC RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 10 10 10 10 10 10 BTYPE_BIPEDAL 0 SIZE_TINY RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 1 #50 summoned monster~ a newly summoned monster~ A newly created summoned monster is here.~ ~ U 1 CLASS_CLERIC RACE_NONE SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL 0 0 ARMOR_TYPE_CLOTH d8+0 0d0+0 0 0 0 10 10 10 10 10 10 BTYPE_BIPEDAL 0 SIZE_MEDIUM RTYPE_NONE 0 0 0 0 0 0 C CLASS_CLERIC 1 #51 clockwork servant golem valet~ a small clockwork valet~ {038}A small clockwork golem rattles and clanks.~ {038}This small golem is a whirring, clattering mass of gears, wires and bolts. It looks not unlike a pile of mechanical parts that clumped together, took shape, and gained a semblance of life of its own. It is bipedal, and has two arms with pincer-like hands, and small platforms, doors and compartments around it. ~ S 4 CLASS_CLERIC RACE_ANIMATED_OBJ SEX_NEUTRAL POS_STANDING GOD_NEUTRAL ACT_SENTINEL|ACT_WIMPY|ACT_NOFIGHT|ACT_NOASSIST C CLASS_CLERIC 3 #0 #OBJECTS #2 coin gold~ a gold coin~ One miserable gold coin.~ ~ ITEM_TYPE_MONEY 0 CAN_WEAR_TAKE 0 MATERIAL_SILVER 30 SIZE_FINE 1 0 0 0 0 0 0 0 1 10 1 #3 coins gold~ money~ A pile of coins lies here.~ ~ ITEM_TYPE_MONEY 0 CAN_WEAR_TAKE 0 MATERIAL_SILVER 30 SIZE_FINE 0 0 0 0 0 0 0 0 0 10 1 #4 totem~ a totem~ A totem of supernatural energy stands here.~ A multi-hued aura surrounds this emblem of magical powers, turning it green, then yellow, then white, a soft, diffused glow lighting the area surrounding it. ~ ITEM_TYPE_TOTEM FLAG_GLOW 0 0 MATERIAL_WOOD 60 SIZE_LARGE -1 -1 -1 -1 0 0 0 0 500 10 99 #10 npc corpse~ A corpse~ A corpse is lying lifeless here.~ ~ ITEM_TYPE_CORPSE_NPC 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 40 SIZE_MEDIUM 0 0 0 1 0 0 0 0 1 10 1 #11 pc corpse~ a corpse~ A corpse is lying lifeless here.~ ~ ITEM_TYPE_CORPSE_PC 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 40 SIZE_MEDIUM 0 0 0 1 0 0 0 0 1 10 1 #12 head~ severed head~ A severed head is lying here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 10 0 0 0 0 0 0 0 20 10 1 #13 heart~ a heart~ A torn-out heart is lying here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 16 0 0 0 0 0 0 0 32 10 1 #14 arm~ an arm~ A sliced-off arm is lying here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 20 0 0 0 0 0 0 0 40 10 1 #15 leg~ a leg~ A sliced-off leg is lying here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 20 0 0 0 0 0 0 0 40 10 1 #20 mushroom magic~ a Magic Mushroom~ A delicious magic mushroom is here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 5 0 0 0 0 0 0 0 10 10 1 #21 ball light~ a bright ball of light~ A bright ball of light shimmers in the air.~ ~ ITEM_TYPE_LIGHT 0 CAN_WEAR_TAKE 0 MATERIAL_UNKNOWN 30 SIZE_TINY 0 0 -1 0 0 0 0 0 10 10 1 #22 spring~ a magical spring~ A magical spring flows from the ground here.~ ~ ITEM_TYPE_FOUNTAIN FLAG_NODROP 0 0 MATERIAL_STONE 735 SIZE_HUGE 100000 100000 LIQ_WATER 0 0 0 0 0 896 10 1 #23 shimmering gateway~ a shimmering gateway~ A shimmering gateway stands here.~ ~ ITEM_TYPE_PORTAL FLAG_NODROP 0 0 MATERIAL_UNKNOWN 60 SIZE_LARGE -1 0 PORTAL_STEP_INTO -1 0 0 0 0 0 10 1 #24 ice arrow~ an ice arrow~ A dangerous looking piece of ice has been left here.~ The arrow glitters like blue fire in the light. It is burning cold to the touch, with an evil, dangerous tip. ~ ITEM_TYPE_AMMO 0 CAN_WEAR_TAKE 0 MATERIAL_WOOD 20 SIZE_TINY 0 0 0 0 0 0 0 0 1 10 1 #25 head bounty~ the head of~ A severed head lies here.~ The head stares up at you, frozen in a permanent gasp of surprise. ~ ITEM_TYPE_TRASH 0 CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_WOOD 40 SIZE_SMALL 0 0 0 0 0 0 0 0 0 10 1 E eyes~ The eyes are glazed over, like the staring eyes of a dead fish. ~ #26 raw meat fresh slice~ a slice of raw meat~ A slice of raw meat lies on the ground.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 5 0 0 0 0 0 0 0 10 10 1 #27 skin ~ the skin of ~ The skin of %s lies here.~ ~ ITEM_TYPE_TRASH 0 CAN_WEAR_TAKE 0 MATERIAL_WOOD 40 SIZE_SMALL 5 0 0 0 0 0 0 0 0 10 1 #28 parchment piece~ a piece of parchment~ {078}A piece of parchment lies here.~ ~ ITEM_TYPE_PAPER 0 CAN_WEAR_TAKE 0 MATERIAL_PAPER 4 SIZE_TINY 0 0 0 0 0 0 0 0 0 10 1 #29 pen quill~ a quill pen~ {078}A quill pen lies here.~ ~ ITEM_TYPE_TOOLS 0 CAN_WEAR_TAKE 0 MATERIAL_METAL 90 SIZE_SMALL 9 10 0 0 0 0 0 0 1 10 1 #30 test book~ a test book~ A book for testing with lies here.~ ~ ITEM_TYPE_BOOK 0 CAN_WEAR_TAKE 0 MATERIAL_PAPER 18 SIZE_TINY 0 0 4 16 0 0 0 0 30 10 1 E _p1_~ This is page 1 ~ E _p2_~ this is page 2 ~ #31 fire~ {138}a fire~ {300}A {138}warm fire {300}crackles here.~ ~ ITEM_TYPE_FIRE FLAG_BURNING 0 0 MATERIAL_ENERGY 1 SIZE_SMALL 0 0 2 0 0 0 0 0 0 0 0 #32 fish~ a fish~ A raw fish lies here.~ ~ ITEM_TYPE_FOOD 0 CAN_WEAR_TAKE 0 MATERIAL_FLESH 24 SIZE_TINY 5 0 0 0 0 0 0 0 10 10 1 #33 fishing pole~ a fishing pole~ A simple fishing pole lies here.~ It's a simple reed pole with a line tied on it. A crude way to fish, but gets the job done. ~ ITEM_TYPE_TOOLS 0 CAN_WEAR_TAKE 0 MATERIAL_SOFTWOOD 30 SIZE_MEDIUM 18 0 0 0 0 0 0 0 10 50 1 #34 craft~ a crafted piece~ A work of craftsmanship lies here.~ This is a work in progress, once it is completed, it could be a masterpiece of craftsmanship. ~ ITEM_TYPE_CRAFT 0 CAN_WEAR_TAKE 0 MATERIAL_UNKNOWN 40 SIZE_SMALL 0 0 0 0 0 0 0 0 0 0 0 #35 armor~ a crafted armor~ A work of craftsmanship lies here.~ There isn't much remarkable about this piece of armor, until its craftsman makes his mark upon it. ~ ITEM_TYPE_ARMOR 0 CAN_WEAR_TAKE 0 MATERIAL_CLOTH 0 SIZE_MEDIUM ARMOR_TYPE_CLOTH 0 0 5 0 0 0 0 0 5 0 #36 weapon~ a crafted weapon~ A work of craftsmanship lies here.~ There isn't much remarkable about this weapon, until its craftsman makes his mark upon it. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE 0 MATERIAL_METAL 2 SIZE_MEDIUM WEAPON_TYPE_WEAPON 0 0 0 0 0 0 0 20 400 0 #37 ammo~ a crafted ammo~ A work of craftsmanship lies here.~ A carefully hand-crafted projectile. ~ ITEM_TYPE_AMMO 0 CAN_WEAR_TAKE 0 MATERIAL_WOOD 20 SIZE_TINY 0 0 0 0 0 0 0 0 1 10 0 #50 plainly bound spellbook~ {030}a plainly bound spellbook~ {030}A plainly bound spellbook {300}lies here.~ {030}This is a rather large book of parchment bound into a heavy leather cover. It is used to scribe the spells of a wizard for his daily preparations. ~ ITEM_TYPE_SPELLBOOK FLAG_MAGIC CAN_WEAR_TAKE|CAN_WEAR_HOLD 0 MATERIAL_LEATHER 45 SIZE_TINY 0 0 0 0 0 0 0 0 0 10 1 #51 sacred XxX~ a simple XxX~ A simple XxX {300}lies here.~ {078}This is the chosen weapon of your deity. As a cleric, you should wield it with pride. ~ ITEM_TYPE_WEAPON 0 CAN_WEAR_TAKE|CAN_WEAR_WIELD|CAN_WEAR_BOTH 0 MATERIAL_METAL 2 SIZE_MEDIUM WEAPON_TYPE_WEAPON 0 0 0 0 0 0 0 20 400 1 #52 simple XxX breastpiece~ {078}a simple XxX breastpiece~ {078}A simple XxX breastpiece {300}lies here.~ {078}This is basic protection you have acquired on your journeys toward a life of adventure. ~ ITEM_TYPE_ARMOR FLAG_RESIZE CAN_WEAR_TAKE|CAN_WEAR_BODY 0 MATERIAL_CLOTH 0 SIZE_MEDIUM ARMOR_TYPE_CLOTH 0 0 5 0 0 0 0 0 15 1 #53 simple XxX armguards~ {078}simple XxX armguards~ {078}A pair of simple XxX armguards {300}lie here.~ {078}This is basic protection you have acquired on your journeys toward a life of adventure. ~ ITEM_TYPE_ARMOR FLAG_RESIZE CAN_WEAR_TAKE|CAN_WEAR_ARMS 0 MATERIAL_CLOTH 0 SIZE_MEDIUM ARMOR_TYPE_CLOTH 0 0 5 0 0 0 0 0 10 1 #54 simple XxX leggings~ {078}simple XxX leggings~ {078}A pair of simple XxX leggings {300}lies here.~ {078}This is basic protection you have acquired on your journeys toward a life of adventure. ~ ITEM_TYPE_ARMOR FLAG_RESIZE CAN_WEAR_TAKE|CAN_WEAR_LEGS 0 MATERIAL_CLOTH 0 SIZE_MEDIUM ARMOR_TYPE_CLOTH 0 0 5 0 0 0 0 0 10 1 #55 simple XxX gloves~ {078}simple XxX gloves~ {078}A pair of simple XxX gloves {300}lies here.~ {078}This is basic protection you have acquired on your journeys toward a life of adventure. ~ ITEM_TYPE_ARMOR FLAG_RESIZE CAN_WEAR_TAKE|CAN_WEAR_HANDS 0 MATERIAL_CLOTH 0 SIZE_MEDIUM ARMOR_TYPE_CLOTH 0 0 5 0 0 0 0 0 2 1 #56 simple XxX boots~ {078}simple XxX boots~ {078}A pair of simple XxX boots {300}lies here.~ {078}This is basic protection you have acquired on your journeys toward a life of adventure. ~ ITEM_TYPE_ARMOR FLAG_RESIZE CAN_WEAR_TAKE|CAN_WEAR_FEET 0 MATERIAL_CLOTH 0 SIZE_MEDIUM ARMOR_TYPE_CLOTH 0 0 5 0 0 0 0 0 2 1 #0 #ROOMS #1 The Void~ ~ 0 ROOM_INDOORS SECT_INSIDE 0 0 0 E retriever~ His tail thumps happily against the carpeting as he spots you with his soft, brown eyes. ~ S #2 Limbo~ You are floating in a formless void, detached from all sensation of physical matter, surrounded by swirling glowing light, which fades into the relative darkness around you without any trace of edges or shadow. You realize that there is an exit. ~ 0 ROOM_INDOORS|ROOM_SAFE|ROOM_NO_RECALL|ROOM_NO_SAVE SECT_INSIDE 0 0 0 DDIR_NORTH ~ ~ 0 -1 9755 0 0 0 S #3 The Junk Room~ This room is filled with trash. ~ 0 ROOM_INDOORS SECT_INSIDE 0 0 0 S #4 Totem Room~ This room and the mob in it are used for the totem spell. ~ 0 ROOM_NO_MOB|ROOM_NO_RECALL SECT_INSIDE 0 0 0 S #5 The Fugue Plane~ {178}There is nothing but ice and snow, as far as you can see upon the horizon. Around you lost souls meander about, waiting for their ultimate fate in judgement, or awaiting their patron to take them away to their final rest. {108}OOC: See HELP DEATH if you need help returning from the beyond. ~ 0 ROOM_NO_ASTRAL|ROOM_SAFE|ROOM_NO_RECALL SECT_TUNDRA 0 0 0 S #10 Select Your Skills~ You are granted a number of skill points at PC creation which are spent to reflect the skills and knowledge gained in your backstory. You must spend this entire starting pool of points before you can continue further. Type SKILLS to see the list of skills available for you to train. Class skills (those marked with a 'C') cost 1 point per rank to train, and you can train up to 4 ranks now. Cross class skills (marked with an 'X') cost 2 points per rank, and you can only train up to 2 ranks now. Type HELP SKILLS for more information on each skill. {178} NOTE: Trade skills that are not trained at conception cannot be trained without a quest or a teacher later on, so if your PC has a background as a craftsman, now would be the time to train the skill. {200} Syntax: train skill 'skill name in quotes'{078} ~ 0 ROOM_NO_ASTRAL|ROOM_PRIVATE|ROOM_NO_RECALL|ROOM_NOSCRY SECT_INSIDE 0 0 0 S #11 Select Your Feats~ Here is where you will choose your starting feats. You are granted a number of feat points at PC creation, which must be spent before you can continue. Type FEATS LIST to see the list of feats available for you to train. Type HELP and the name of a feat for more information on it. To train a feat, type TRAIN FEAT and the feat name. Once you train a feat, you cannot untrain it. If you have bonus feats from your class at this level, you should train your bonus feats first, before using your normal feat points. {200} Syntax: train feat 'feat name in quotes'{078} ~ 0 ROOM_NO_ASTRAL|ROOM_PRIVATE|ROOM_NO_RECALL|ROOM_NOSCRY SECT_INSIDE 0 0 0 S #12 Choose A Domain~ At first level, a cleric chooses one clerical domain in his deity's portfolio. This domain gives you access to special abilities and a bonus spell at every spell circle that can be cast spontaneously. If you do not presently have a deity, you cannot chose a domain at this time. At 10th level, you will be able to select a second clerical domain. Type DOMAINS to see a list of the domains available to you. Type HELP and the domain name for an explanation of and benefits granted from a domain. Type DOMAIN followed by the domain name to choose it. Once you choose a domain, you cannot change it. {200} Syntax: domain domainname{078} ~ 0 ROOM_NO_ASTRAL|ROOM_PRIVATE|ROOM_NO_RECALL|ROOM_NOSCRY SECT_INSIDE 0 0 0 S #99 Mob Storage~ You should NOT be here! Page an admin if you are! ~ 0 ROOM_NO_ASTRAL|ROOM_NOSCRY SECT_INSIDE 0 0 0 S #0 #SHOPS 0 #INNS 0 #STABLES 0 #RESETS M 1 100 2 ; Puff in Limbo M 2 100 1 ; Tsi the Cat in The Void M 4 100 4 ; a totem in Totem Room S #SPECIALS S #$ XXXXXXXXXX #Savearea