/********************************************************* * 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. ^