/************************************************************************ * File: newvillage.zone * * Author: Rex * * Code by: There is no code for this zone as of now * * Notes: This village has many mobiles in it and * * rooms that can be used as shops etc, if * * you add money systems to your mud, or * * whatever else you want to add. Otherwise * * you can take away the mobiles' NoHassle flag * * * * DO NOT DISTRIBUTE WITHOUT THE PERMISSION OF THE AUTHOR * ************************************************************************/ # include "undef.h" # include "exits.h" Zone = newvillage Author = "Rex" EndZone = newvillage Mobile = locksmith Location = locksmith@newvillage Desc = "The locksmith is hard at work behind the counter." PFlags = NoHassle Strength = 110 Damage = 10 Speed = 0 Aggression = 0 Armor = 0 EndMobile = locksmith Mobile = owner Location = genstore@newvillage Desc = " The owner of the store is sorting goods in the back of the store." PFlags = NoHassle Strength = 150 Damage = 10 Speed = 0 Aggression = 0 Armor = 0 EndMobile = owner Mobile = weaponsmith Location = weapons2@newvillage Desc = "The weaponsmith is forging a new sword for a customer." PFlags = NoHassle Strength = 200 Damage = 20 Speed = 0 Aggression = 0 Armor = 0 EndMobile = weaponsmith Mobile = armorer Location = narmor@newvillage Desc = "The armorer is pounding out a new shirt of mail." PFlags = NoHassle Strength = 200 Damage = 10 Speed = 0 Aggression = 0 Armor = 15 EndMobile = armorer Mobile = bartender Location = bar@newvillage Desc = "The bartender is serving drinks to his customers." PFlags = NoHassle Strength = 200 Damage = 20 Speed = 0 Aggression = 0 Armor = 15 EndMobile = bartender Mobile = blacksmith Location = smith@newvillage Desc = "A burly and sweaty blacksmith is at work over the forge." PFlags = NoHassle Strength = 300 Damage = 20 Speed = 0 Aggression = 0 Armor = 20 EndMobile = blacksmith Mobile = teller Location = bank@newvillage Desc = "The bank teller is adding up figures from his desk." PFlags = NoHassle Strength = 150 Damage = 10 Speed = 0 Aggression = 0 Armor = 20 EndMobile = teller Mobile = rat1 Name = "rat" Location = hall@newvillage Desc = " There is a cute, harmless little rat scrounging around for food." PFlags = NoHassle SFlags = Female Strength = 300 Damage = 12 Speed = 5 Aggression = 0 Armor = 0 EndMobile = rat1 Mobile = rat2 Name = "rat" Location = hall@newvillage Desc = " There is a cute, harmless little rat scrounging around for food." PFlags = NoHassle SFlags = Female Strength = 300 Damage = 12 Speed = 5 Aggression = 0 Armor = 0 EndMobile = rat2 Mobile = sailor Location = shipyard@newvillage Desc = "A well-built sailor is doing minor repairs on his ship." Strength = 150 Damage = 10 Aggression = 0 Speed = 0 Armor = 0 EndMobile = sailor Mobile = crab Location = under@newvillage Desc = "A fiesty-looking crab is walking about on the sand." Strength = 100 Damage = 12 Aggression = 30 Speed = 0 Armor = 5 EndMobile = crab Mobile = drunk Location = road2e@newvillage Desc = "A drunk is passed out on the steps to the bar." Strength = 50 Damage = 10 Aggression = 0 Speed = 0 Armor = 0 EndMobile = drunk Object = coins1 Name = "coins" Altname = "coin" Location = IN_ROOM:downoldwell@newvillage OFlags = GetFlips BaseValue = 100 Weight = 1 Size = 1 State = 1 MaxState = 1 Desc0 = "You find some coins littered over the ground here." Desc1 = "Resting on the grate are a few scattered coins." EndObject = coins1 Object = coins Location = IN_ROOM:hidden@newvillage BaseValue = 200 Weight = 1 Size = 1 State = 1 MaxState = 1 Examine = " The coins are of a currency that is foreign to you. You wonder just how old they might be." Desc0 = "There are some coins scattered on the ground." Desc1 = "In the bottom of the rotted chest are two gold coins." EndObject = coins Object = outerdoor Name = "sheet" Altname = "metal" Location = IN_ROOM:under@newvillage OFlags = NoGet, PushToggle Linked = innerdoor State = 1 MaxState = 1 Desc0 = "A piece of sheet metal is lying on the ground." Desc1 = "There seems to be a piece of sheet metal attached to the wall." EndObject = outerdoor Object = innerdoor Name = "sheet" Altname = "metal" Location = IN_ROOM:hidden@newvillage OFlags = NoGet, PushToggle Linked = outerdoor State = 1 MaxState = 1 Desc0 = "Light comes into the room through a hole in the outer wall." Desc1 = " The room is dark except for light showing through a few cracks in the wall." EndObject = innerdoor Location = "hall" South = green@newvillage LFlags = party, peaceful Title = "&+WThe Town Hall&*" Desc = ^ You are in an older wooden building that serves as the Town Hall of Miller's Corners. The floor underneath you is wood and creaks as you move around. The room you are in is not very large, and there are a few doors that seem to lead to meeting rooms. The building looks like the type of place where a town council would hold its meetings. Off to one corner is a long wooden table where many people can sit. The floor around it is well-worn and you guess that this building gets a lot of use. ^ EndLocation = "hall" Location = "green" South = smith@newvillage North = hall@newvillage East = road1e@newvillage West = road1w@newvillage LFlags = outdoors Title = "&+WThe Village Green&*" Desc = ^ You are standing on a large green just south of the Town Hall. The buildings of the town seem to kind of surround this green, which serves many purposes among the people of the town. To the south is the Blacksmith's shop. There is a path running from east to west through the green that leads west to the sea and east to the rest of the village. ^ EndLocation = "green" Location = "smith" North = green@newvillage Title = "&+WThe Blacksmith Shop&*" Desc = ^ The room you are in is dark and hot and smells of steam, fire, and hot iron. There is a large forge in the center of the room that seems to put off quite a lot of heat. There are tools that the Smith made for himself lying nearby. The Smith seems to be making a set of horseshoes for a horse that you can hear whinnying in an attached stable. There is a large collection of horseshoes hanging on a beam above the forge. ^ EndLocation = "smith" Location = "road1w" South = bank@newvillage East = green@newvillage West = road2w@newvillage North = oldwell@newvillage LFlags = outdoors Title = "&+WThe Village Path&*" Desc = ^ Here the path starts to climb to the west. You can just barely make out the tops of the tall ships harboured at the shipyard. The path climbs west to the open sea, and slopes down to the village in the east. To the southwest is a large mill and just to the north, a very old well that looks like it hasn't been used in years. ^ EndLocation = "road1w" Location = "bank" North = road1w@newvillage Title = "&+WThe Bank&*" Desc = ^ You are in a little town bank where the village people can deposit and withdraw money. The bank will also make loans to the people of the village. The building itself is small and somewhat more modern-looking than the other main buildings in the village. ^ EndLocation = "bank" Location = "oldwell" Down = downoldwell@newvillage South = road1w@newvillage West = shipyard@newvillage LFlags = outdoors Title = "&+WThe Village Well&*" Desc = ^ This well apparently hasn't been used in quite some time. Looking down it you can see that the well is dry and about five feet down, someone has blocked the well off with a sturdy metal grate. The old well cover is lying nearby; made of a wood that has bleached in the sun. ^ EndLocation = "oldwell" Location = "downoldwell" Up = oldwell@newvillage Title = "&+WThe Village Well&*" Desc = ^ You decide to lower yourself into the well and down onto the metal grate. The grate seems to be sturdy as you test it out with one foot and then the other. You set both feet down on the grate and relax your grip on the well. You study the make of the well, which seems to be made of large pieces of impermeable rock. The well itself looks deep, but you can't really guess its depth, as there is complete darkness below. ^ EndLocation = "downoldwell" Location = "road2w" East = road1w@newvillage West = jetty@newvillage North = shipyard@newvillage South = mill@newvillage LFlags = outdoors Title = "&+WThe Village Path&*" Desc = ^ You are on an incline just east of the village jetty. The hill you are on seems to grow right up to the water and then cut off in a cliff. Thank goodness the hill isn't much higher than sea level. To the north is the shipyard, while to the south is a large lumber mill. ^ EndLocation = "road2w" Location = "mill" North = road2w@newvillage LFlags = outdoors Title = "&+WThe Lumber Mill&*" Desc = ^ The operation that is set up here is a primitive sort of wood mill. This is a place where the people of the village can come to buy wood to make houses, furniture, and many other things that they might need. The wood supplies are brought into the harbor and cut to the customer's specifications at the mill. The floor is very dusty and you sneeze a lot as you move around. The floor beneath you echoes to your footsteps. ^ EndLocation = "mill" Location = "shipyard" South = road2w@newvillage East = oldwell@newvillage LFlags = outdoors Title = "&+WThe Shipyard&*" Desc = ^ You are moving among many tall ships that are anchored in the harbour. There seems to be a lot of shipping activity in the area. Some of the ships are much larger than others, but they are all made of wood and very finely crafted. One of the particularly beautiful ships that catches your eye seems to be called "Susan". Some of the boats closer to and on the shore seem to have been there for quite a while. There is a tiny boat on the shore that seems to have sailed its last voyage and is now bleaching in the sun. ^ EndLocation = "shipyard" Location = "jetty" East = road2w@newvillage Down = under@newvillage LFlags = outdoors Title = "&+WThe Jetty&*" Desc = ^ You have reached the high point of the hill and are standing on a type of wooden boardwalk, overlooking the sea. There is a brisk, warm breeze here that feels refreshing as it blows across your face. Beneath you, the hill drops out into the water, which beats against the dirt with an incredible rate. There is a little path beside the boardwalk that leads down to a dry patch of sand below the jetty. ^ EndLocation = "jetty" Location = "under" Up = jetty@newvillage East = ^outerdoor@newvillage Title = "&+WUnder the Jetty&*" Desc = ^ Under the wooden platform of the boardwalk above, you are standing on a sandy strip of beach that is rather hard and packed, as though it is often covered with water. The wall under the jetty is made of stone to prevent dangerous erosion. Holding up the sea side of the boardwalk are five tall and stately wooden poles, each covered in sea slime up to about four feet. ^ EndLocation = "under" Location = "hidden" West = ^innerdoor@newvillage Title = "&+WSecret Storage Room&*" Desc = ^ Prying the metal sheet off of the stone wall that holds up the jetty, you go into a rather dark and dank storage room underneath. The room seems like it hasn't seen the light of day in a very long time. There are spiders crawling here and there, but they seem to be the only form of life that has seen this place in many many years. There is nothing particularly special about the room. It is carved into the hillside and was probably used as a secret storage place long ago for pirated goods. Way off to one corner are the remains to what used to be a wooden chest. ^ EndLocation = "hidden" Location = "road1e" West = green@newvillage East = road2e@newvillage South = inn@newvillage North = newwell@newvillage LFlags = outdoors Title = "&+WVillage Track&*" Desc = ^ You are to the east of the village green, off of which are the main administrative buildings of the town. The track you are on is of hard packed dirt and extends east and west from here. To the east is another path leading to the north that seems to lead to the village shops. Off to the west, the landscape rises and then cuts off sharply into the sea. Just to the south is the entrance to the Village Inn. To the north is a small village well; apparently still in use. ^ EndLocation = "road1e" Location = "newwell" South = road1e@newvillage LFlags = outdoors Title = "&+WThe Village Well&*" Desc = ^ The well you are standing next to seems to be much newer than the one west of the town hall, and seems to still be in use. This well is not blocked off and seems to go quite a distance into the ground. You can hear the slight sounds of water moving below. The well is covered which makes it difficult to see down into it, but you can guess the depth. Somehow you think that climbing down into the well would be unwise. ^ EndLocation = "newwell" Location = "downnewwell" LFlags = dark Title = "&+WThe Village Well&*" Desc = ^ Ignoring all general rules of safety, you decide to be adventuresome and lower yourself into the well. At first you keep your hands on the top of the well for a good grip,but as the well seems to be fairly dry, you press your hands and feet against opposite walls and work your way down into the well about 7 feet. You take your left foot one more step down, and suddenly the well isn't so dry anymore. You lose your footing on some slime and fall into the well below. AAAAAAAAAAAAAAAAAhhhhhhhhhhhhhhhhhhh!!!! SPLASH!! You find yourself sitting on your butt in about a foot and a half of water. What do you do now? ^ EndLocation = "downnewwell" Location = "inn" North = road1e@newvillage East = bar@newvillage Title = "&+WThe Village Inn&*" Desc = ^ The lobby area of the inn is rather nice. There are several plush chairs set up for people to sit in while they wait, or read the paper, or whatever they wish to be doing. The place is simple but tastefully decorated, and seems to be reputable. In the back, a door leads up the stairs to what you believe to be rentable rooms. To the east is another doorway that leads into the bar. ^ EndLocation = "inn" Location = "bar" West = inn@newvillage North = road2e@newvillage Title = "&+WThe Village Bar&*" Desc = ^ The bar is a dark and smokey place. You take your place at a stool at the bar, which is well-grooved from many years of use by passing sailors and travelers alike. The bar seems to serve a wide variety of drinks, and you settle down with a beer. Looking around the room, you see local men drinking with their friends after a hard day's work, as well as a number of people who, from their shyness, you guess aren't from around here. Yet another group of sailors is being rather rowdy at a table nearby. ^ EndLocation = "bar" Location = "road2e" South = bar@newvillage North = road1n@newvillage West = road1e@newvillage East = road3e@newvillage LFlags = outdoors Title = "&+WThe Village Track&*" Desc = ^ This part of the path runs right by the steps to a local bar. At this point the east-west track through the village forks to the north, where several small shops seem to be set up. The heart of the village is to the west. ^ EndLocation = "road2e" Location = "road1n" South = road2e@newvillage North = road2n@newvillage LFlags = outdoors Title = "&+WThe Village Path&*" Desc = ^ You are on a north-south path that meets with an east-west path just to the south. On this street are many of the merchants of the village. Here you can find a weaponsmith, locksmith, a general store, and an armorer. ^ EndLocation = "road1n" Location = "road2n" South = road1n@newvillage North = road3n@newvillage West = weapons1@newvillage East = narmor@newvillage LFlags = outdoors Title = "&+WThe Village Track&*" Desc = ^ You are standing just outside the weapon shop, which is to the west, and the armor shop, which is to the east. To the north the street continues to other shops and back to the south the street joins the rest of the village. ^ EndLocation = "road2n" Location = "weapons1" West = weapons2@newvillage East = road2n@newvillage Title = "&+WThe Weapon Shop&*" Desc = ^ The waiting room you are standing in displays many kinds of weapons made by the weaponsmith who owns this shop. He seems to be skilled in many types of weapons; even some you don't recognize. You can hear him working away in the back room. The little door that allows you to go behind the counter is open. ^ EndLocation = "weapons1" Location = "weapons2" East = weapons1@newvillage Title = "&+WThe Weapon Shop&*" Desc = ^ Now you are near the forge where the weaponmaster makes his items. As you watch the smith work, you are amazed at his skill. The room you are in is rather dark and hot, but it is interesting to watch the smith work. ^ EndLocation = "weapons2" Location = "narmor" West = road2n@newvillage Title = "&+WThe Armor Shop&*" Desc = ^ In the waiting room you have entered, there are various pieces of armor hanging on the walls. standing on the floor, and resting on tables. They all seem to be under the watchful eye of the armorer sitting in the back so you don't dare try to take any of them. Behind a counter is the work area. ^ EndLocation = "narmor" Location = "road3n" North = stream@newvillage South = road2n@newvillage East = genstore@newvillage West = locksmith@newvillage LFlags = outdoors Title = "&+WThe Village Road&*" Desc = ^ You have reached the northern end of this street. Beyond, to the north, there is a river bank, and beyond, a large prairie filled with nothing but tall grass. On the other side, in the distance, you can see some incredibly large mountains. They seem to be at their most impressive off to the north-east. To the west is the locksmith's and to the east is the General Store. The main part of the village is back to the south. ^ EndLocation = "road3n" Location = "locksmith" East = road3n@newvillage Title = "&+WThe Locksmith's&*" Desc = ^ Here, the locksmith makes keys and locks for anyone who wants one. The smith himself seems to be at work on a particular key behind the counter. All around you are examples of his work, including a huge key hanging on one of the walls that seems a bit frivolous, but perhaps it serves some purpose of which you are not yet aware. ^ EndLocation = "locksmith" Location = "genstore" West = road3n@newvillage Title = "&+WThe General Store&*" Desc = ^ The store is small and quaint but seems to have just about anything a person could need. The store sells food supplies, containers, guns, fabric, and hundreds of other little necessities. There are also several items in the store that are not necessities but appear to be interesting imported little items such as dolls and toys. ^ EndLocation = "genstore" Location = "road3e" West = road2e@newvillage East = road4e@newvillage LFlags = outdoors Title = "&+WThe Village Path&*" Desc = ^ The east-west path that you are coming into town on widens a bit here. The path is more definite and you can see buildings in the west. All around you are homes of villagers. ^ EndLocation = "road3e" Location = "road4e" West = road3e@newvillage East = road5e@newvillage LFlags = outdoors Title = "&+WThe Village Path&*" Desc = ^ The path through the prairie that you are on seems to widen ahead to the west. On in the distance you can make out some buildings, while all around you, villagers' homes are scattered. ^ EndLocation = "road4e" Location = "road5e" West = road4e@newvillage East = road6e@newvillage LFlags = outdoors Title = "&+WThe Path&*" Desc = ^ The path that you are walking on through the prairie meets with a few scattered homes ahead, and seems to widen off to the west. Way off in the distance there are some buildings that seem to belong to some small town. ^ EndLocation = "road5e" Location = "road6e" West = road5e@newvillage East = road7e@newvillage LFlags = outdoors Title = "&+WThe Prairie&*" Desc = ^ You are on a thin path through a field of tall grasses. To the west, you can just make out the homes and buildings which would point to a small village. To the east, the grasses meet with a moor. ^ EndLocation = "road6e" Location = "road7e" West = road6e@newvillage East = rocky@moor LFlags = outdoors Title = "&+WThe Field of Grass&*" Desc = ^ You are in a field of tall, blowing grass. Leaving the area of the moors, the ground becomes more solid, and there is even a thin path leading to the west. ^ EndLocation = "road7e" Location = "stream" West = stwest1@newvillage East = streameast@newvillage South = road3n@newvillage LFlags = outdoors Title = "&+WBy the Stream&*" Desc = ^ The stream you are standing by could more likely be considered a small river. The water is moving quite fast, and you feel that it would probably be unwise to attempt to cross it. The stream seems to flow from the north-east and the water is cold. The water carries on to the west, where it seems to pick up speed and get louder. ^ EndLocation = "stream" Location = "streameast" West = stream@newvillage LFlags = outdoors Title = "&+WBy the Stream&*" Desc = ^ You are moving upstream toward the east. Here the river bends and seems to flow on, finding its source high in the majestic mountains to the north. Every once in a while, you think you hear a loud noise coming from the distant mountains. ^ EndLocation = "streameast" Location = "stwest1" East = stream@newvillage West = stwest2@newvillage LFlags = outdoors Title = "&+WBy the River&*" Desc = ^ The river is getting ever faster as you head down-stream. The scenery on the opposite side of the river is as breath-taking as ever. The mountains you can barely make out are snow-capped; probably year-round. Every once in a while, you think you hear a loud noise coming from that general area, but you can't be sure. The prairie grass on the other side is teeming with life of all kinds. The sun above is shining bright and reflecting off of the river's water. The noise you hear coming from the west seems to be getting louder and louder. ^ EndLocation = "stwest1" Location = "stwest2" East = stwest1@newvillage West = waterfall@newvillage LFlags = outdoors Title = "&+WBy the River&*" Desc = ^ Here the river is so loud you can hardly hear yourself think about the scenery. The water is moving incredibly fast, and you believe that you must be coming along a waterfall. ^ EndLocation = "stwest2" Location = "waterfall" East = stwest2@newvillage Down = downfall@newvillage LFlags = outdoors Title = "&+WAt the Waterfall&*" Desc = ^ Beyond you to the west is one of the most breath-taking sights you have ever seen. Here the river gets white and foamy as it cascades down a waterfall. Hitting the river below with tremendous force, the whole area is alive with the sound of flowing water. Not too far away this rushing water joins the open sea in an eroded inlet. There is a rocky path leading down dangerously close to the waterfall. ^ EndLocation = "waterfall" Location = "downfall" Up = waterfall@newvillage Down = down2@newvillage LFlags = outdoors Title = "&+WOn the Rocky Path&*" Desc = ^ Where you are standing on the path, you are so close to the water that you can feel yourself being sprinkled upon by mist from the waterfall. The noise around you is deafening. Fortunately the water is far enough away that it is not drenching the path upon which you are walking. Slowly you can work your way down the path. ^ EndLocation = "downfall" Location = "down2" East = cave@newvillage Up = downfall@newvillage LFlags = outdoors Title = "&+WBeneath the Waterfall&*" Desc = ^ You slowly work your way down to the bottom of the path. You are standing right next to the area where the water is cascading down, and have a beautiful side view of the waterfall. You notice that behind the fall, nature has eroded out a cave. ^ EndLocation = "down2" Location = "cave" West = down2@newvillage LFlags = outdoors Title = "&+WBehind the Waterfall&*" Desc = ^ You step behind the water's flow and find yourself in an naturally eroded cave. There is not much here, save the trickle of a little stream coming up from underground and entering the sea to join the waters of the waterfall. ^ EndLocation = "cave"