/**************************************************************************** ** Party hack and slash zone ** To be distributed with the party grouping code, made by Marty ** This is a zone to encourage players to use the grouping system I developed ** The zone is free for every one who uses the party object code. ** For MUD's who want to use this zone without the party code please mail ** the author (thats me) for permission ** copyright (1996) Marty : email (4921749@hsu1.fnt.hvu.nl) ** ** The orientation of the zone is southwards, so connect it somewhere south ** of a road. You probably want to change the grassfield description as it ** probably won't be the view you have. ****************************************************************************/ #include "undef.h" #include "exits.h" Zone = party Author = "Marty" EndZone = party Mobile = nGuard Name = "Guard" Location = entrance@party Speed = 0 Strength = 200 Damage = 10 Armor = 1 Wimpy = 20 Desc = "A novice guard stands here guardian the entrance to the house." Examine = " A fairly well build guard." EndMobile = nguard Mobile = Captain Name = "captain" Location = party2@party Speed = 3 Strength = 400 Damage = 9 Armor = 0 Desc = "The captain of the guard is standing here." Examine = " Yep he's the captain alright.. he starting to get a beerbelly." EndMobile = captain Mobile = Guard2 Name = "guard" Location = party4@party Aggression = 20 Strength = 420 Damage = 12 Armor = 0 Speed = 0 Desc = "A guard is standing in the corner." EndMobile = guard2 Mobile = Guard3 Name = "guard" Location = party4@party Aggression = 10 Strength = 570 Damage = 10 Armor = 0 Speed = 0 Wimpy = 25 Desc = "A guard is standing here." EndMobile = guard3 Mobile = Guard4 Name = "guard" Location = party4@party Aggression = 30 Strength = 590 Damage = 10 Armor = 0 Speed = 0 Wimpy = 10 Desc = "A large guard is standing here." EndMobile = guard4 Mobile = Guard5 Name = "guard" Location = party5@party MFlags = BarWest, BarSouth, BarEast Aggression = 10 Strength = 400 Damage = 10 Armor = 2 Speed = 0 Desc = "A guard is standing here." EndMobile = guard5 Mobile = Guard6 Name = "guard" Location = party5@party MFlags = BarWest, BarSouth, BarEast Aggression = 10 Strength = 500 Damage = 10 Armor = 2 Speed = 0 Desc = "A guard is standing here." EndMobile = guard6 Mobile = Cook Name = "cook" Location = party6@party Damage = 8 Armor = 0 Strength = 700 Speed = 0 Desc = "The chef cook is standing between his pots and pans" EndMobile = cook Mobile = Guard7 Name = "guard" Location = party7@party Aggression = 30 Strength = 300 Damage = 15 Armor = 0 Speed = 0 Desc = "A large guard is standing here." EndMobile = guard7 Mobile = Guard8 Name = "guard" Location = Party8@party Aggression = 40 Damage = 10 Strength = 400 Armor = 0 Speed = 0 Desc = "A guard is standing here, making sure no one messes with the boss." EndMobile = guard8 Mobile = Dog Location = grassfield@party Aggression = 90 Strength = 200 Damage = 15 Armor = 1 Speed = 0 Desc = "A security dog is standing here." EndMobile = dog Mobile = Saltimbanco Location = party8@party Speed = 0 Aggression = 3 Strength = 1150 Damage = 10 Armor = 0 Desc = "Saltimbanco, the owner of the bungalow, is standing here." EndMobile = Saltimbanco Object = Candle Location = CARRIED_BY:Saltimbanco@party OFlags = Lightable BaseValue = 5 Desc0 = "A small candle has been left here." EndObject = Candle Object = Joy Location = BOTH_BY:Saltimbanco@party OFlags = Weapon, Armor, Wearable, WearOnBody Armor = 20 Damage = 20 BaseValue = 400 Desc0 = "Someone left their joy behind." Examine = " This must be a joyish occasion. Only the sight of this much joy makes you extremely lucky, guess what it can do for you when you carry it." EndObject = Joy Object = SpareJoy Name = "joy" Location = IN_ROOM:party9@party OFlags = Weapon, Armor, Wearable, WearOnBody, Destroyed Armor = 20 Damage = 20 BaseValue = 400 Desc0 = "Someone left their joy behind." Examine = " This must be a joyish occasion. Only the sight of this much joy makes you extremely lucky, guess what it can do for you when you carry it." EndObject = SpareJoy Object = collar Location = WORN_BY:dog@party OFlags = Wearable, Armor, WearOnNeck Armor = 3 BaseValue = 70 Desc0 = "A nicely decorared dogcollar is lying here." EndObject = collar Object = Fryingpan Name = "fryingpan" Altname = "pan" Location = WIELDED_BY:cook@party OFlags = Weapon Damage = 13 Size = 4 Weight = 6 Desc0 = "A large fryingpan has been dropped here." Examine = " An strong iron frying pan, you'd better not get hit with it." EndObject = fryingpan Object = Guardsword Name = "sword" Location = WIELDED_BY:captain@party OFlags = Weapon Damage = 5 Size = 4 Weight = 5 BaseValue = 200 Desc0 = "A guard sword has been left here." EndObject = Guardsword Object = shield1 Name = "shield" Location = WORN_BY:guard6@party OFlags = Armor, Wearable, WearOnArms Armor = 9 Size = 3 Weight = 3 BaseValue = 250 Desc0 = "A small round shield has been left here." EndObject = shield1 Object = shield2 Name = "shield" Location = WORN_BY:guard5@party OFlags = Armor, Wearable, WearOnArms Armor = 9 Size = 3 Weight = 3 BaseValue = 250 Desc0 = "A small round shield has been left here." EndObject = shield2 Object = garmor1 Name = "armor" Altname = "bodyarmor" Location = WORN_BY:guard5@party OFlags = Wearable, Armor, WearOnBody Armor = 10 Size = 5 Weight = 5 BaseValue = 300 Desc0 = "A bodyarmor has been left here" Examine = " A strong and sturdy armor with the royal guard's emblem on it" EndObject = garmor1 Object = garmor2 Name = "armor" Altname = "bodyarmor" Location = WORN_BY:guard6@party OFlags = Wearable, Armor, WearOnBody Armor = 10 Size = 5 Weight = 5 BaseValue = 300 Desc0 = "A bodyarmor has been left here" Examine = " A strong and sturdy armor with the royal guard's emblem on it" EndObject = garmor2 Object = sword1 Name = "sword" Location = WIELDED_BY:guard6@party OFlags = Weapon Damage = 5 Size = 3 Weight = 3 BaseValue = 200 Desc0 = "A guard sword has been left here." EndObject = sword1 Object = sword2 Name = "sword" Location = WIELDED_BY:guard5@party OFlags = Weapon Damage = 5 Size = 3 Weight = 3 BaseValue = 200 Desc0 = "A guard sword has been left here." EndObject = sword2 Object = painting1 Name = "painting" Location = IN_ROOM:party5@party OFlags = NoGet Examine = " You don't dare to take a closer look, it's to ugly." EndObject = painting1 Object = fireplace Name = "grate" Altname = "fire" Location = IN_ROOM:party8@party Linked = ashcontainer OFlags = NoGet State = 3 Maxstate = 3 Desc0 = "The grate has been moved allowing you to go down." Desc1 = "The remains of an extinquished fire lie on a grate." Desc2 = "A burning fire, warms the whole room to a nice temperature." Examine = " You discover that below the fireplace is a secret entrance." UseTrap = all:ashcontainer EndObject = fireplace Object = Ashcontainer Name = "grate" Location = IN_ROOM:party9@party Linked = fireplace OFlags = NoGet state = 3 Maxstate = 3 Desc0 = "A grate has been moved allowing you to go up." Desc1 = "A closed grate blocks your way up." Desc2 = "A red-hot grate blocks your way up." Trap = all @ switch (event) { case E_ONOPEN: if (state(OBJ_PARTY_ASHCONTAINER) == 3) { bprintf("You burn your hands on the red hot grate.\n"); setpstr(mynum,pstr(mynum) - 7); param_s.ret = -1; break; } else if (state(OBJ_PARTY_ASHCONTAINER) == 2) { bprintf("You lift the grate and create an exit down.\n"); send_msg(ploc(param_s.plx),0,LVL_MIN,LVL_MAX,param_s.plx,NOBODY, "\001p%s\003 lifts up the grate.\n",pname(param_s.plx)); param_s.ret = -1; break; } else { bprintf("The grate is already open.\n"); param_s.ret = -1; } break; default: break; } @ EndTrap EndObject = Ashcontainer Object = Ash Location = IN_ROOM:party9@party OFlags = NoGet State = 0 Maxstate = 0 Trap = all @ if (event == E_ONDIG) { if (state(OBJ_PARTY_ASH) == 0) { bprintf("You discover a spare joy.\n"); oclrbit(OBJ_PARTY_SPAREJOY,OFL_DESTROYED); send_msg(ploc(param_s.plx),0,LVL_MIN,LVL_MAX,param_s.plx,NOBODY, "\001p%s\003 discovers a spare joy in the ash.\n", pname(param_s.plx)); setobjstate(OBJ_PARTY_ASH,1); param_s.ret = -1; } } @ EndTrap EndObject = Ash Location = "entrance" South = party2@party East = grassfield@party North = pl6@plain LFlags = Outdoors, NoMobiles Title = "&+WThe entrance of the bungalow&*" Desc = ^ You are standing in the entrance of a great bungalow. To the south a door leads further into the bungalow. The entrance to the bungalow is quite dark and moist. To the west you can see a small doghouse in the grass. ^ EndLocation = "entrance" Location = "grassfield" West = entrance@party Title = "&+WOn the lawn&*" Desc = ^ You are standing in the middle of a small lawn in front of the bungalow. A small dog house stands here. To the north you can see the large plain with high grass. It sure is a beautiful sight. ^ EndLocation = "grassfield" Location = "party2" North = entrance@party East = party3@party West = party4@party South = party5@party Title = "&+WThe reception hall&*" Desc = ^ You stroll into the main reception hall. It is quite large if you think about it. Several door lead east and west into different rooms. The door to the right leads into the guard room. To the east a door leads into the toilet. A strong smell comes from the east, making you feel a bit sick. ^ EndLocation = "party2" Location = "party3" West = party2@party LFlags = Death Title = "&+WThe toilet&*" Desc = ^ You bravely step into the toilet, but the smell is to bad... Some guard must be really sick because the smell makes you dizzy.... You faint and hit your head against a sharp edge... Ooops ^ EndLocation = "party3" Location = "party4" East = party2@party Title = "&+WThe guard room&*" Desc = ^ This is the place where the guards go when they are off duty. The room is decorated by various pictures of girls and weapons. A small window lets a bit of fresh air and some sunlight in. A large table stands in the middle of the room. ^ EndLocation = "party4" Location = "party5" North = party2@party West = party6@party East = party7@party South = party8@party Title = "&+WThe reception hall&*" Desc = ^ You walk further into the reception hall. A smell of freshly made food is coming from the western door. A large red carpet with various blood stains is lying in the middle of the hall. The walls are decorated with some nice paintings of ugly people. ^ EndLocation = "party5" Location = "party6" East = party5@party Title = "&+WThe kitchen&*" Desc = ^ This is the kitchen of the bungalow. All around you you can see pots and pans in great fires. The smell of various types of food rise to your nose making you a bit hungry. On a table you can see some dishes, all nicely decorated and layed out. Large stoves take in most of the northern wall. ^ EndLocation = "party6" Location = "party7" West = party5@party LFlags = Dark Title = "&+WA Dark room&*" Desc = ^ This is a small storage room. The planks are all filled with cleaning substances, brooms and buckets. Its not very large when you come to think of it. ^ EndLocation = "party7" Location = "Party8" North = party5@party Down = ^fireplace@party Title = "&+WThe Living room&*" Desc = ^ You walk into the living room of the bungalow. A large window gives you a clear view of the mountains that lie further to the south. The window gives a lot of light, giving the room a nice color. Some furniture has been placed in a circlulair form around a small fireplace in the middle of the room. ^ EndLocation = "Party8" Location = "Party9" Up = ^ashcontainer@party LFlags = Dark Title = "&+WIn an ashcontainer&*" Desc = ^ You are in quite a large ashcontainer. The owner of the bungalow must have been quite lazy, or perhaps he just hated to clear out the old ashes.. You cannot see very much here. The floor is covered in a thick layer of ash and half burned wood. ^ EndLocation = "Party9"