dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* PARTY.ZONE                                             *
* Written By: Marty                                      *
* Notes:     Distribute with full DYRT distribution only *
*            No code needed                              *
* Edited by Rex on 19 September 1996                     *
*********************************************************/

#include "undef.h"
#include "cflags.h"
#include "exits.h"

%zone:party

%mobiles

Name            = nguard
PName           = "The Guard"
Location        = entrance
Strength        = 200
Damage          = 10
Armor           = 1
Speed           = 0
Description     = "
A novice guard stands here guarding the entrance to the house."
Examine         = "A fairly well-built guard."
End             = nguard

Name            = captain
PName           = "The Captain"
Location        = 2
Strength        = 300
Damage          = 9
Speed           = 3
Description     = "The Captain of the Guard is standing here."
Examine         = "
Yep, he's a Captain alright.  He's starting to get a beer belly."
End             = captain

Name            = guard2
PName           = "The Guard"
Location        = 4
Strength        = 320
Damage          = 12
Aggression      = 20
Speed           = 0
Description     = "A guard is standing in the corner."
Examine         = "A fairly well-built guard."
End             = guard2

Name            = guard3
PName           = "The Guard"
Location        = 4
Strength        = 270
Damage          = 10
Aggression      = 10
Speed           = 0
Description     = "A guard is standing here."
Examine         = "A fairly well-built guard."
End             = guard3

Name            = guard4
PName           = "The Guard"
Location        = 4
Strength        = 290
Damage          = 10
Aggression      = 30
Speed           = 0
Description     = "A large guard is standing here."
Examine         = "A fairly well-built guard."
End             = guard4

Name            = guard5
PName           = "The Guard"
Location        = 5
Strength        = 300
Damage          = 10
Armor           = 2
Aggression      = 10
Speed           = 0
MFlags            { BarSouth BarWest BarEast }
Description     = "A guard is standing here."
Examine         = "A fairly well-built guard."
End             = guard5

Name            = guard6
PName           = "The Guard"
Location        = 5
Strength        = 300
Damage          = 10
Armor           = 2
Aggression      = 10
Speed           = 0
MFlags            { BarWest BarSouth BarEast }
Description     = "A guard is standing here."
Examine         = "A fairly well-built guard."
End             = guard6

Name            = cook
PName           = "The Cook"
Location        = 6
Strength        = 500
Damage          = 8
Speed           = 0
Description     = "The cook is standing between his pots and pans."
Examine         = "He looks confused as to what to serve for dinner."
End             = cook

Name            = guard7
PName           = "The Guard"
Location        = 7
Strength        = 300
Damage          = 15
Aggression      = 30
Speed           = 0
Description     = "A large guard is standing here."
Examine         = "A fairly well-built guard."
End             = guard7

Name            = dog
PName           = "The Dog"
Location        = grassfield
Strength        = 200
Damage          = 15
Armor           = 1
Aggression      = 90
Speed           = 0
Description     = "A security dog is standing here."
Examine         = "He is a solidly-built German Shepherd."
End             = dog

%objects

Name            = collar
Location        = WORN_BY:dog
BValue          = 70
Size            = 2
Weight          = 1
Armor           = 3
OFlags            { Armor WearOnNeck PitReset }
Desc[0]         = "A nicely-decorated dog collar is lying here."
End             = collar

Name            = fryingpan
AltName         = pan
Location        = WIELDED_BY:cook
BValue          = 100
Size            = 4
Weight          = 6
Damage          = 13
OFlags            { Weapon PitReset }
Desc[0]         = "A large frying pan has been dropped here."
Examine         = "
This is a strong iron frying pan.  You'd better not get hit with it."
End             = fryingpan

Name            = guardsword
PName           = sword
Location        = WIELDED_BY:captain
BValue          = 200
Size            = 4
Weight          = 5
Damage          = 5
OFlags            { Weapon PitReset }
Desc[0]         = "A sword has been left here."
End             = guardsword

Name            = shield1
PName           = shield
Location        = WORN_BY:guard6
BValue          = 250
Size            = 3
Weight          = 3
Armor           = 9
OFlags            { Armor ExcludeWear WearOnArms PitReset }
Desc[0]         = "A small round shield has been left here."
End             = shield1

Name            = shield2
PName           = shield
Location        = WORN_BY:guard5
BValue          = 250
Size            = 3
Weight          = 3
Armor           = 9
OFlags            { Armor WearOnArms ExcludeWear PitReset }
Desc[0]         = "A small round shield has been left here."
End             = shield2

Name            = garmor1
PName           = armor
AltName         = bodyarmor
Location        = WORN_BY:guard5
BValue          = 300
Size            = 5
Weight          = 5
Armor           = 10
OFlags            { Armor WearOnBody ExcludeWear PitReset }
Desc[0]         = "A suit of bodyarmor has been left here."
Examine         = "
The bodyarmor is strong and sturdy with the emblem of the royal guard on it."
End             = garmor1

Name            = garmor2
PName           = armor
AltName         = bodyarmor
Location        = WORN_BY:guard6
BValue          = 300
Size            = 5
Weight          = 5
Armor           = 10
OFlags            { Armor WearOnBody ExcludeWear PitReset }
Desc[0]         = "A suit of bodyarmor has been left here."
Examine         = "
The bodyarmor is strong and sturdy with the emblem of the royal guard on it."
End             = garmor2

Name            = sword1
PName           = sword
Location        = WIELDED_BY:guard6
BValue          = 200
Size            = 3
Weight          = 3
Damage          = 5
OFlags            { Weapon PitReset }
Desc[0]         = "A guard's sword has been left here."
End             = sword1

Name            = sword2
PName           = sword
Location        = WIELDED_BY:guard5
BValue          = 200
Size            = 3
Weight          = 3
Damage          = 5
OFlags            { Weapon PitReset }
Desc[0]         = "A guard sword has been left here."
End             = sword2

%locations

/* 1 */
entrance s:2 e:grassfield n:PL6@PLAIN;
Lflags { Outdoors NoMobiles RealTime }
The Entrance of the Bungalow^
   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.
^
/* 2 */
grassfield w:entrance;
Lflags { Outdoors RealTime }
On the Lawn^
   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.
^
/* 3 */
2 n:entrance e:3 w:4 s:5;
Lflags { RealTime }
The Reception Hall^
   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.
^
/* 4 */
3 w:2;
Lflags { Death }
The Toilet^
   You bravely step into the toilet, but the smell is too bad... Some guard
must be really sick because the smell makes you dizzy.... 

You faint and hit your head against a sharp edge... Ooops.
^
/* 5 */
4 e:2;
Lflags { RealTime }
The Guard Room^
   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.
^
/* 6 */
5 n:2 w:6 e:7;
Lflags { RealTime }
The Reception Hall^
   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
^
/* 7 */
6 e:5;
Lflags { RealTime }
The Kitchen^
   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 laid out. Large stoves take in most of the northern wall.
^
/* 8 */
7 w:5;
Lflags { Dark }
A Dark Room^
   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.
^