dyrt/
dyrt/bin/
dyrt/data/MAIL/
dyrt/data/WIZ_ZONES/
dyrt/include/machine/
dyrt/src/misc/cpp/
/*********************************************************
* SHERWOOD.ZONE                                          *
* Written By: Maklen                                     *
* Core Zone: Author Unknown                              *
* Notes:     Distribute with full DYRT distribution only *
*            No code needed                              *
* Edited by Rex on 8 September 1996                      *
*********************************************************/

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

%zone:sherwood

%mobiles

Name            = john
PName           = "Little John"
Location        = 20
Strength        = 150
Damage          = 10
Armor           = 0
Aggression      = 0 
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "
Little John stands here practicing his dodge, parry, thrust and spin."
Examine         = ""
End             = john

Name            = tuck
PName           = "Friar Tuck"
Location        = 8
Strength        = 150
Damage          = 8
Armor           = 0
Aggression      = 20
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "Friar Tuck sits here protecting his precious brew."
Examine         = ""
End             = tuck

Name            = jim
PName           = "Merryman Jim"
Location        = 11
Strength        = 170
Damage          = 10
Armor           = 0
Aggression      = 40
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "Merryman Jim is here on his watch."
Examine         = ""
End             = jim

Name            = marian
PName           = "Maid Marian"
Location        = 13
Strength        = 150
Damage          = 10
Armor           = 0
Aggression      = 0
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { Female }
MFlags            { }
Description     = "Maid Marian is here trying to catch a glimpse of your butt."
Examine         = ""
End             = marian

Name            = sheriff
PName           = "The Sheriff"
Location        = 14
Strength        = 170
Damage          = 10
Armor           = 0
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "
The Sheriff is here, picking out the spot at which to bury you."
Examine         = ""
End             = sheriff

Name            = stacy
PName           = "Merryman Stacy"
Location        = 22
Strength        = 80
Damage          = 4
Armor           = 0
Aggression      = 0
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "Merryman Stacy is following Merryman Greg around as always."
Examine         = ""
End             = stacy

Name            = greg
PName           = "Merryman Greg"
Location        = 22
Strength        = 100
Damage          = 10
Armor           = 0
Aggression      = 0
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "
Merryman Greg is telling Merryman Stacy about his new obsession."
Examine         = ""
End             = greg

Name            = chad
PName           = "Merryman Chad"
Location        = 25
Strength        = 120
Damage          = 10
Armor           = 0
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "
Merryman Chad is sitting here, playing with his lucky boiling sticks."
Examine         = ""
End             = chad

Name            = tim
PName           = "Merryman Tim"
Location        = 26
Strength        = 140
Damage          = 10
Armor           = 0
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "
Merryman Tim is here anxiously awaiting his weekly drive home."
Examine         = ""
End             = tim

Name            = jason
PName           = "Merryman Jason"
Location        = 27
Strength        = 160
Damage          = 10
Armor           = 0
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "Merryman Jason is here complaining about his newest ailment."
Examine         = ""
End             = jason

Name            = mike
PName           = "Merryman Mike"
Location        = 28
Strength        = 180
Damage          = 10
Armor           = 0
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "Merryman Mike is here mumbling about not being a farmer."
Examine         = ""
End             = mike

Name            = butch
PName           = "Merryman Butch"
Location        = 29
Strength        = 100
Damage          = 10
Armor           = 0
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "
Merryman Butch is here, kickboxing and antagonizing Merryman Chris."
Examine         = ""
End             = butch

Name            = sil
PName           = "Merryman Sil"
Location        = 30
Strength        = 100
Damage          = 10
Armor           = 0
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "Merryman Sil is here awaiting Amy's next command."
Examine         = ""
End             = sil

Name            = lars
PName           = "Merryman Lars"
Location        = 31
Strength        = 140
Damage          = 10
Armor           = 0 
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "
Merryman Lars is here, puking after completing the Century Club."
Examine         = ""
End             = lars

Name            = dan
PName           = "Merryman Dan"
Location        = 32
Strength        = 160
Damage          = 10
Armor           = 0
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "Merryman Dan says 'You just better give it back!'"
Examine         = ""
End             = dan

Name            = scott
PName           = "Merryman Scott"
Location        = 33
Strength        = 100 
Damage          = 10
Armor           = 0
Aggression      = 100
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "
Merryman Scott is here, spitting in his little sister's mouth."
Examine         = ""
End             = scott

Name            = robin
PName           = "Robin Hood"
Location        = 34
Strength        = 250
Damage          = 10
Armor           = 0
Aggression      = 40
Speed           = 0
Visibility      = 0
Wimpy           = 0
PFlags            { }
SFlags            { }
MFlags            { }
Description     = "The famed Robin of Hood stands here, leading his merry men."
Examine         = ""
End             = robin

%objects

Name            = quiver
Location        = WORN_BY:robin
State           = 0
MaxState        = 0
BValue          = 100
Size            = 10
Weight          = 5
Damage          = 0
Armor           = 5
Visibility      = 0
OFlags            { Armor Container WearOnBack Wearable }
Desc[0]         = "
A very well-fashioned quiver lies here waiting for someone to pick it up."
Examine         = ""
End             = quiver

Name            = stick
AltName         = branch
Location        = IN_ROOM:4
State           = 1
MaxState        = 1
BValue          = 5
Size            = 5
Weight          = 2
Damage          = 5
Armor           = 0
Visibility      = 0
OFlags            { Lightable Extinguish Weapon }
Desc[0]         = "A lit stick is lying here on the ground."
Desc[1]         = "There is a stick here on the ground."
Examine         = ""
End             = stick

Name            = parry
AltName         = staff
Location        = CARRIED_BY:john
State           = 0
MaxState        = 0
BValue          = 200
Size            = 10
Weight          = 8
Damage          = 10
Armor           = 0
Visibility      = 0
OFlags            { Weapon }
Desc[0]         = "Little John's parry staff sits here."
Examine         = "
It's a sturdy staff that could do some damage if used right."
End             = parry

Name            = beer
AltName         = keg
Location        = IN_ROOM:8
State           = 0
MaxState        = 0
BValue          = 20
Size            = 20
Weight          = 20
Damage          = 0
Armor           = 0
Visibility      = 0
OFlags            { NoGet }
Desc[0]         = "A key of beer sits here waiting to be tapped."
Examine         = "Too bad you don't have a tap."
End             = beer

Name            = point
AltName         = knife
Location        = IN_ROOM:10
State           = 0
MaxState        = 0
BValue          = 40
Size            = 2
Weight          = 1
Damage          = 10
Armor           = 0
Visibility      = 0
OFlags            { Weapon }
Desc[0]         = "A sharp point has been left here."
Examine         = "It's a knife.  What did you expect, an exclamation point?"
End             = point

Name            = necklace
Location        = WORN_BY:marian
State           = 0
MaxState        = 0
BValue          = 300
Size            = 1
Weight          = 1
Damage          = 0
Armor           = 0
Visibility      = 0
OFlags            { WearOnNeck Wearable }
Desc[0]         = "A beautiful necklace lies at your feet."
Examine         = ""
End             = necklace

Name            = badge
Location        = WORN_BY:sheriff
State           = 0
MaxState        = 0
BValue          = 50
Size            = 5
Weight          = 5
Damage          = 0
Armor           = 5
Visibility      = 0
OFlags            { WearOnBody Wearable Armor }
Desc[0]         = "The sheriff's badge is here, stained with blood."
Examine         = "It reads: 'To serve and protect'."
End             = badge

Name            = sticker
Location        = IN_ROOM:17
State           = 0
MaxState        = 0
BValue          = 30
Size            = 25
Weight          = 15
Damage          = 10
Armor           = 0
Visibility      = 0
OFlags            { Weapon }
Desc[0]         = "A pig-sticker is here, tempting you to pick it up."
Examine         = "Pig-sticker huh?  Hmm... any 5-0 around?"
End             = sticker

Name            = paperclip
AltName         = clip
Location        = IN_ROOM:30
State           = 0
MaxState        = 0
BValue          = 20
Size            = 1
Weight          = 1
Damage          = 0
Armor           = 0
Visibility      = 0
OFlags            { }
Desc[0]         = "A paper clip can barely be seen in the grass."
Examine         = "A paper clip in the middle of Sherwood Forest?"
End             = paperclip

Name            = ironwood
AltName         = sword
Location        = IN_CONTAINER:brush
State           = 0
MaxState        = 0
BValue          = 500
Size            = 50
Weight          = 25
Damage          = 26
Armor           = 0
Visibility      = 0
OFlags            { Weapon }
Desc[0]         = "
The infamous Ironwood Sword lies here, quivering and ready to kill."
Examine         = "It's wood, yet it's iron?"
End             = ironwood

Name            = brush
Location        = IN_ROOM:34
State           = 0
MaxState        = 0
BValue          = 0
Size            = 0
Weight          = 0
Damage          = 0
Armor           = 0
Visibility      = 0
OFlags            { NoGet Container }
Examine         = "
It's brush.  What did you expect to find, a sword or something?"
End             = brush

%locations

1 n:3 e:2 w:4 s:EFOREST@EFOREST;
lflags { Peaceful NoMobiles Outdoors RealTime }
Gateway^
     You are standing at the Gateway to adventure.  There are three paths.
Each path has a different adventure and each a different destiny.  Those
who choose to enter must be willing to face the consequences of the choices
they make.
^
2 w:1;
lflags { RealTime }
East Fork^
     This is the road to a great adventure full of surprises, monsters, 
and lots of adventure.  This is not for the 'weak of heart' or strength.  
On each side of the road are trees that seem to reach out for you trying to
pull you into their twisted webs of branches.
^
3 s:2;
lflags { RealTime }
North Fork^
     The road stretches wide and long.  The trees on the side of the road
are ominous, but friendly enough.  The path is well worn, probably indicating
that it is not a rough one, but don't let that give you peace of mind.
^
4 e:1 w:5;
lflags { Outdoors RealTime }
West Fork^
     You are traveling on a paved road, making the journey quite easy.
The road continues west into a dense forest.  You sense danger, and prepare 
yourself for what lies ahead.  What ever that may be.
^
5 e:4 n:6;
lflags { Outdoors RealTime }
South Fork^
  The path continues north.
^
6 n:7 w:21 s:5;
lflags { Outdoors RealTime }
Road to Sherwood Forest^
     You have entered a very dense forest.  The trees tower over you,
blocking but only a little sunlight by which you can make out a path to
the north and to the west.
^
7 s:6 n:8;
lflags { Outdoors RealTime }
Trampled Path^
     You are on a heavily worn path.  It looks as if many a wagon has 
traveled through here.  The trees thin here allowing the bright sunlight to
shine down.  A tiny rabbit scurries through the bushes but he is too fast for
you.  The path continues to the north.
^
8 s:7 e:9;
lflags { Outdoors RealTime }
Worn Path^
     You have entered a small clearing of the sorts.  There is a wagon 
sitting off the path to the north.  There is some kind of contraption there.
It looks like it's brewing up some kind of magical potion or something.  Maybe 
you can talk the owner, into parting with some of his brew.
^
9 w:8 n:10;
lflags { Outdoors RealTime }
Bend in the Road^
     The path turns north here.  There is a rapidly running river to the
east but it doesn't look safe to navigate.  Maybe there is a bridge or slow
shallow point up north at which you can cross it.  Maybe not.
^
10 s:9 n:11;
lflags { Outdoors RealTime }
Path Straightens^
     The path straightens.  You look across the river and see something far
off in the distance.  It looks very interesting.  You shiver with anticipation
of the time when you will be able to explore the region across the river.
^
11 n:12 s:10;
lflags { Outdoors RealTime }
Under the Oaks^
     You are standing under oak trees.  You look up to admire their beauty.
When a passing European Swallow flies by and defecates on your face, you
frantically look around for a sink to wash your face, when you suddenly realize
that you are in  forest.  I guess you will have to walk around with
bird feces on your face.
^
12 w:13 s:11;
lflags { Outdoors RealTime }
Turn in Path^
     The path turns west.  You definitely feel like you are getting
somewhere now.  You know it won't be long before a great adventure falls
upon you.  You shiver with anticipation.
^
13 e:12 w:14 n:16;
lflags { Outdoors RealTime }
Intersection^
     You have come to an intersection.  You must now, once again, choose
your fate.  Will you take the route to the north?  Or take the route to the
west?  Or will you chicken out and take the route to the east, back from where
your cowardly heart came from?  You must now choose.
^
14 s:15 e:13;
lflags { Outdoors Dark RealTime }
Dismal Forest^
     Oh no!  You have reached a very dark dismal part of the forest.
You do not feel safe here, and wish to get out of here as soon as possible.
There is the intersection back to the east, but there is also a very nice path
leading to the south.
^
15 ;
lflags { Death RealTime }
Dead End^
     Ooops......  You seem to have come across a Dead End.
And the DEAD END seems to be correct in more than one sense.  You suddenly
find yourself zapped from the realms of Infinity.  You Have DIED!
^
16 s:13 n:17;
lflags { Outdoors RealTime }
Road to Wealth^
     You have chosen the right path.  This is the road to fame and fortune.
The trees are happy and friendly and the sun is shining bright down through 
the bright greens leaves of the various trees.  The road continues happily
to the north.
^
17 n:18 s:16;
lflags { Outdoors RealTime }
On the Road^
     You can't help but to break out into song.  The one that comes to mind 
goes something like, "On the road again, just can't wait to get on the road
again..."  You can't remember who sang it, but you still gotta love it.
^
18 n:19 s:17;
lflags { Outdoors RealTime }
Near the End^
     You are nearing the end of the road.  Your life long dreams lie just 
ahead.  Money, power, love, fame, and happiness are waiting for you.  Your 
ticket to all of this is just north of here.
^
19 ;
lflags { Death RealTime }
The End^
     The moral of the story here is that everything that glitters isn't
always gold.  In case you haven't figured it out yet....You're DEAD!!!!
^
20 e:21;
lflags { Outdoors Private Party RealTime }
Rainbow Waterfall^
     You are standing in a small stream just below a breath-taking 
waterfall.  The spray off the falls causes a beautiful rainbow to stretch 
across the river.  You can not imagine a more beautiful place.  Jagged rocks 
cover the bed of the stream just below the falls.  The stones become smoother 
and polished further down stream from the continuous wearing of the water.  
The grass is short, soft, and green, perfect for a picnic with your 
sweetheart.
^
21 w:20 e:6 n:22;
lflags { Outdoors RealTime }
Near Waterfall^
     You continue along the path.  You hear the rush of falling water to
the west.  To the north runs a beaten path.  It is probably beaten down for
some reason.
^
22 s:21 n:23;
lflags { Outdoors RealTime }
Beaten Path^
     You continue to travel along the beaten path.  The brush grows thick
along each side of the road.  The trees are thin allowing for plenty of light.
This lightens your mood as you grow concerned about traveling so deep into the
forest.
^
23 s:22 n:24;
lflags { Outdoors RealTime }
Rutted Path^
     The path here is very rough.  You fall several time trying to make your
way north.  There appear to be eyes peaking from the brush.  You frantically
search but turn up nothing.  The path continues to the north.
^
24 s:23 w:25;
lflags { Outdoors RealTime }
Corner^
     You have reached yet another turn in the road.  The trees grow dense
to the west.  They are ominous and block all sunlight from reaching the ground.
You stand here trying to muster up the courage to venture on.  You look toward
the trees and a shiver runs up your spine.  You know that if you continue.
There is no coming back.  It is all or nothing.  What are you a man or mouse?
^
25 e:24 n:26;
lflags { Outdoors Dark RealTime }
Under the Elms^
     You stand under very thick Elm trees.  The path you are traveling on
is more like a trail now.  It doesn't appear that too many people have ventured
down this road.  And maybe they had a good reason.
^
26 s:25 n:27;
lflags { Outdoors Dark RealTime }
Under the Popular Trees^
     You stand under many poplar trees that block out the sun.  The path
continues to the north.
^
27 s:26 n:28;
lflags { Outdoors Dark RealTime }
Under the Cottonwood Trees^
     You stand under many cottonwood trees that block out the sun.  The path
continues to the north.
^
28 s:27 n:29;
lflags { Outdoors Dark RealTime }
Under the Maple Trees^
     You stand under many Maple trees that block out the sun.  The path
continues to the north.
^
29 s:28 n:30;
lflags { Outdoors Dark RealTime }
Under the Birch Trees^
     You stand under many birch trees that block out the sun.  The path
continues to the north.
^
30 s:29 n:31;
lflags { Outdoors Dark RealTime }
Under the Thorn Apple Trees^
     You stand under many thorn apple trees that block out the sun.  The
path continues to the north.
^
31 s:30 n:32;
lflags { Outdoors Dark RealTime }
Under the Oak Trees^
     You stand under many oaks trees that block out the sun.  The path
continues to the north.
^
32 s:31 n:33;
lflags { Outdoors Dark RealTime }
Under the Fig Trees^
     You stand under many fig trees that block out the sun.  The path
continues to the north.
^
33 s:32 n:34;
lflags { Outdoors Dark RealTime }
Under the Pine Trees^
     You stand under many pine trees that block out the sun.  The path
continues to the north.
^
34 s:33;
lflags { Outdoors Dark RealTime }
Clearing^
     You have reached a clearing at the edge of the woods.  You are quite
grateful that you have exited the forest and can rest from your many battles.
Thick brush circles around the clearing keeping out any stray animals that 
wander into this area.
^