#include "undef.h" #include "cflags.h" #include "exits.h" %mobiles Name = wraith Pname = "The Wraith" Location = Wraith Strength = 60 Armor = 0 Damage = 10 Aggression = 50 Speed = 0 Pflags { NoSummon } Mflags { Cross DrainScr } Description = "The chill shadowy form of a wraith swirls and dances around you." End = wraith Name = shazareth Pname = "Shazareth" Location = Sorceror Strength = 99 Armor = 0 Damage = 10 Aggression = 100 Speed = 0 Pflags { NoSummon } Mflags { CanFrost } Description = "Shazareth The Sorceror stands here." End = shazareth Name = cat Pname = "The Cat" Location = Sorceror Strength = 20 Armor = 0 Damage = 10 Aggression = 0 Mflags { Blind } Sflags { Female } Description = "A black cat stares at you from the shadows, purring gently." End = cat %objects Name = shelf AltName = wall Location = IN_ROOM:Black Oflags {NoGet PushToggle} Linked = Panel State = 1 MaxState = 1 Desc[0] = " A wooden shelf on the north wall looks as if it once held many ancient tomes. There is a passageway beneath the shelf." Desc[1] = " A wooden shelf on the north wall looks as if it once held many ancient tomes." Examine = " The shelf seems to be on some kind of wooden sliders, maybe you could push it?" End = shelf Name = panel AltName = door Location = IN_ROOM:Candle Oflags {NoGet PushToggle} Linked = Shelf State = 1 MaxState = 1 Desc[0] = "A small wooden panel is open in the southern wall." End = panel Name = red_candle Pname = candle AltName = red Location = IN_ROOM:Candle Oflags {Extinguish Lightable} State = 1 MaxState = 1 BValue = 20 Size = 1 Weight = 1 Desc[0] = "A red candle burns here, emitting a soft flickering flame." Desc[1] = "There is a red candle here." End = red_candle Name = blue_candle Pname = candle AltName = blue Location = IN_ROOM:Candle Oflags {Extinguish Lightable} State = 1 MaxState = 1 BValue = 20 Size = 1 Weight = 1 Desc[0] = "A blue candle burns here, emitting a soft flickering flame." Desc[1] = "There is a blue candle here." End = blue_candle Name = green_candle Pname = candle AltName = green Location = IN_ROOM:Candle Oflags {Extinguish Lightable} State = 1 MaxState = 1 BValue = 20 Size = 1 Weight = 1 Desc[0] = "A green candle burns here, emitting a soft flickering flame." Desc[1] = "There is a green candle here." End = green_candle Name = scroll Location = IN_ROOM:Scroll BValue = 20 Size = 20 Weight = 1 Desc[0] = "A tattered scroll lies at your feet." Examine = ^ The scroll reads: "Read the words in the true light and be amazed as you take flight" ^ End = scroll Name = runes AltName = writing Location = IN_ROOM:Scroll oflags {NoGet} MaxState = 1 Desc[0] = "Some mysterious runes are etched on the wall." Examine = " The runes are worn and hard to read, but seem to allude to some kind of mystical ball which radiated a 'true color' of some sort. " End = runes Name = candlestick AltName = stick Location = IN_ROOM:Spell Oflags {Weapon} State = 2 MaxState = 2 Damage = 4 BValue = 100 Size = 20 Weight = 40 Desc[0] = " A hefty gold candlestick lies here, a candle flickering brightly within it." Desc[1] = "A hefty gold candlestick lies here, with a candle in it." Desc[2] = "A hefty gold candlestick lies here." Examine = " The candlestick is very ornate, with fancy scrollwork and small figurines of dragons and knights locked in mortal combat. " End = candlestick Name = cauldron Location = IN_ROOM:Potion Oflags {NoGet} MaxState = 1 Desc[0] = "A large cauldron bubbles away before you." Examine = " It is the latest luxury model, with contoured edges,inlaid panneling, a timer, and even a simmer control! It is also dark black and big enough to cook a man in! " End = cauldron Name = fire AltName = ashes Location = IN_ROOM:Potion Oflags {NoGet Lit Lightable Extinguish} MaxState = 1 Desc[0] = "A large fire blazes away in one corner." Desc[1] = "The ashes of a fire smoulder in a corner." End = fire Name = wand Location = IN_ROOM:Magical Oflags { Weapon } State = 0 MaxState = 0 Damage = 10 Armor = 0 BValue = 100 Size = 2 Weight = 2 Desc[0] = "A short, slender wand lies here." Examine = "It seems to be discharged." End = wand Name = ball AltName = light Location = IN_ROOM:Treasure Oflags { NoGet Lit Lightable Extinguish } MaxState = 3 Desc[0] = "A ball of light floats in the centre of the room." Desc[1] = "The centre of the room is filled with an expanding ball of light." Desc[2] = "The room is filled with an expanding ball of light." Examine = " You attempt to examine the ball closer, but it's much too bright. Your eyes start watering and you get a headache. " End = ball Name = coins AltName = silver Location = IN_ROOM:Treasure BValue = 200 Size = 10 Weight = 10 Desc[0] = "Some silver coins lie piled up in a heap on the floor." Examine = " The coins are very tarnished, but seem to be silver. They could be valuable. " End = coins Name = staff AltName = runed Location = IN_ROOM:Treasure BValue = 400 Size = 10 Weight = 3 Desc[0] = "A long runed staff lies here, etched with strange markings." Examine = " You attempt to decipher the runes. They seem to be some kind of a protective spell, maybe against other magical items. " End = staff Name = orb AltName = gold Location = IN_ROOM:Treasure BValue = 50 Size = 2 Weight = 6 Desc[0] = "A small gold orb has been left here." Examine = " The orb is golden, and probably dates from the times of the good king Pippin. " End = orb Name = ring AltName = gold Location = WORN_BY:Shazareth Oflags { Wearable } BValue = 100 Size = 1 Weight = 1 Desc[0] = "A small gold ring has been dropped here." Examine = "It looks as if it will fit tightly on any sized finger." End = ring Name = sceptre AltName = scepter Location = IN_ROOM:Ante Oflags { Weapon } Damage = 7 BValue = 100 Size = 1 Weight = 1 Desc[0] = "A large silver sceptre has been placed here." Examine = " The sceptre tapers to a narrow end, scarcely two inches in diameter, which seems scratched and worn away. Otherwise, the silver finish is perfect. " End = sceptre Name = Door_Treasure Pname = door Location = IN_ROOM:Treasure Oflags { NoGet Openable Lockable } Linked = Door_Shazareth State = 1 MaxState = 2 Desc[0] = "The door to the north is open." Desc[1] = "The door to the north is closed." Desc[2] = "The door to the north is locked." Examine = " The door is made of solid marble and perfectly fits the doorway. It is very smooth and appears to be unmarked in any way, except for a single, large red eye at its center, which appears to follow you around the room. " End = Door_Treasure Name = Door_Shazareth Pname = door Location = IN_ROOM:Sorceror Oflags { NoGet Openable Lockable } Linked = Door_Treasure State = 1 MaxState = 2 Desc[0] = "The door is open." Desc[1] = "The door is closed." Desc[2] = "The door is locked." Examine = " The door is made of solid marble and perfectly fits the doorway. It is very smooth and appears to be unmarked in any way, except for a single, large red eye at its center, which appears to follow you around the room. " End = Door_Shazareth Name = book Location = IN_ROOM:Black Oflags { Getflips } State = 1 MaxState = 1 BValue = 30 Desc[0] = "There is a large mystical looking book here." Desc[1] = "A large book rests on the shelf." Examine = " The book details the preparation of a potion of magical strength recovery. Ingredients: Bat's Wing Toad's Foot Lizard's Claw Four Pints of Blood Eagle's Egg Stir well and leave to simmer for at least 10 minutes. " End = book Name = hole Location = IN_ROOM:Sorceror oflags { NoGet } MaxState = 1 Desc[0] = "There is a small hole carved into the south wall." Examine = "It's about 2 inches in diameter." End = hole Name = Door_Tower Pname = door Location = IN_ROOM:base Oflags { NoGet Openable } Linked = Door_Golem@Castle State = 1 MaxState = 1 Desc[0] = "The door is open." Desc[1] = "The door is closed." Examine = " You see a jet black marble door, etched with runes and strange symbols which you do not recognise. You see no locks of mortal means. " End = Door_Tower Name = fountain Location = IN_ROOM:Sorceror Oflags { Extinguish Lit NoGet } Examine = " You see a fountain of fire, not the sort to jump into on New Year's Day, though it would seem very cosy to have in the living room." End = fountain Name = potion Location = IN_ROOM:Treasure BValue = 250 Size = 2 Weight = 2 Desc[0] = "A potion of restore strength lies here." Examine = ^The potion has a small label saying "Restore Strength" on it.^ End = potion Name = crown AltName = gold Location = IN_ROOM:Treasure Oflags { Wearable } BValue = 400 Size = 12 Weight = 10 Desc[0] = "A beautiful gold crown lies here." Examine = " The crown seems suitable for a king, since it is lavishly decorated with sparkling gems and has a silken lining. Wouldn't you want to be one ?" End = crown Name = chute_Top Pname = chute Location = IN_ROOM:Ante Oflags { NoGet } Desc[0] = "There is a chute in the wall, too small to climb down." End = chute_Top Name = chute_Bot Pname = chute Location = IN_ROOM:Magical Oflags { NoGet } Desc[0] = "There is a chute in the wall, too small to climb up." End = chute_Bot %locations Base n:^Door_Tower e:Black; lflags {} Base of the Tower^ You are now inside the black tower which stretches up out of the castle. The walls glisten with sorcery and from high above come the noises of high level spells and experimentation. A doorway leads east into another room, and a door lies north. ^ Black n:^Shelf w:Base ; lflags {} Black Tower^ You are in a small dark room in one of the lower levels of the black tower. It appears to be a store room for spell ingredients which line the shelves on the northern wall. An archway leads west to the tower entrance. ^ Candle s:^Panel w:Scroll ; lflags {} Candle Room^ This room looks like a cross between a Queen video and Madam Toussaud's after an arson attack, as candles of all shapes, sizes and colors fill the room. A passageway leads west. ^ Scroll e:Candle ; lflags {} Scroll Room^ You are in a large, dry and well lit store room for scrolls, which would appear to be the Sorceror's supply. ^ Potion s:Spell ; lflags {} Potion Store Room^ This would appear to be the potion preparation and store room for the Sorceror, as around you lie shelves once lined with glass vials and bottles ready to be filled. A single doorway leads south. ^ Spell n:Potion ; lflags {} Spell Room^ This room would appear to be one of the Sorceror's many spell rooms as its scorched walls show the signs of many a fireball spell or a more dangerous variant of it. A single scorched doorway leads north. ^ Magical e:Wraith; lflags {} Magical Item Storeroom^ You are standing in a large storeroom which would be packed with magical artifacts in normal times but it seems that the Sorceror is using their power for a large spell project that crackles from the top-most level of the tower. A doorway leads through to the east to the wraith room, and you tremble at the thought of the creature which may lie through it, a creature which has been known to slay even Enchanters in but a single blow... ^ Wraith n:Levitation w:Magical; lflags {} Wraith Room^ You find yourself in the room where the Sorceror keeps his undead creatures, in particular his pet Wraith, until he needs them. Exits lead north and west. ^ Levitation s:Wraith u:Ante; lflags {} Levitation Room^ You find yourself in a completely black room, even light seems afraid to go here. It is completely bare of adornment, and even the walls wouldn't stay if they had somewhere else to lean! There is a single exit in the ceiling high above, and another to the south. You seem to be floating! ^ Ante e:Sorceror d:Levitation ; lflags {} Sorceror's Ante-room^ You are standing in the Sorceror's ante-room, which sizzles with magical energy. Apart from the hole in the floor the only exit available is to the east. ^ Sorceror e:Ledge s:^Door_Shazareth w:Ante; lflags {} Sorceror's Room^ You are in a very large and exceedingly magical room, devoted to the pursuit of magic in all its form. Flames dance over the walls to light the scene, although they are merely for effect as a permanent fire fountain erupts from the center of the room. Gargoyles wink at you from the walls and objects move quietly in complex patterns, getting on with the jobs they have been given. There is a door to the south, and a doorway leads west. A splendid arched window looks east across the world. ^ Treasure n:^Door_Treasure; lflags {} Treasure Chamber^ This is large treasure store and naturally everything in it belongs to the Sorceror and might take a rather nasty attitude to being removed. ^ Ledge w:Sorceror; lflags {} The Window Ledge^ You are perched on a precarious window ledge looking down the black tower into the courtyard below. The safety (?) of the Sorceror's Room is back west. ^