Area {
Name "A Prototype Area";
Plane "unfinished";
Builders "Symposium";
Age 10;
LVnum 99900;
UVnum 99999;
Recall 99900;
Temp 3;
Flags (hidden);
Economy 1981;
Desc "This area contains examples of what the file format is, so that you can\n
write area files without needing a running server. Most sections have an\n
example of all possible subsections.\n";
};
Help {
Level 999;
Name "PROTOTYPE";
Text "This is a help for the prototype area.\n";
};
GProg {
Vnum 99900;
Type (act_prog);
Allowed (mob mobile);
Args "bows before you.";
Comlist "say You are so well-mannered $n.\n";
};
Mobile {
Vnum 99900;
Name "prototype mobile";
Short "a Prototype Mobile";
Long "A Prototype Mobile stands here.\n";
Desc "This mobile is created as an example of what is possible for a mobile.\n
Not everything possible has been added, but a fair proportion of the\n
possibilities have been covered.\n";
Level 999;
Align 999;
Repop 999;
Class (Warrior);
Act (npc sentinel);
Affected (protect);
Sex (male);
Race (Munchkin);
Parts (torso head eyes nose left-ear right-ear left-arm right-arm left-hand right-hand left-fingers right-fingers left-leg right-leg left-foot lungs);
Specfun "spec_safe";
Shop {
Trade [(treasure), (gem), (), (), ()];
Markup 200;
Markdown 50;
Open 18;
Close 6;
};
MudProg {
Type (global_prog);
Args "99900";
Comlist "This program calls a global program, so I can put anything I like here.\n";
};
MudProg {
Type (speech_prog);
Args "Hello";
Comlist "# Introduce self when someone says hello.\n
say Hello $n, I am a prototype mobile!\n";
};
};
Object {
Vnum 99900;
Name "prototype object";
Short "a Prototype Object";
Long "A Prototype Object lies here on the ground.";
Action "Something happens to this object!&n\n";
Level 999;
Cost 999;
Weight 999;
Repop 999;
Type (gem);
Wear (take);
Extra (no-id);
Material (wax);
Condition 800;
Required (identify);
Values [(<magic> fire), 999, 999, 0];
Affect {
Name (shield);
Location (ac);
Modifier -5;
Bits (sanctuary);
};
Affect {
Name (permanent spell);
Location (<skill> armour);
};
ExDesc {
Keyword "prototype";
Text "This is a prototype of a description that can be bound to an object.\n";
};
MudProg {
Type (get_prog);
Args "100";
Comlist "force $#n drop $#o\n";
};
};
Room {
Vnum 99900;
Name "A Prototype Room";
Desc "This is a prototype room, it contains fairly typical constructs.\n";
Flags (private);
Sector (swamp);
Exit [ @(<dir> north) {
Desc "This is a prototype description on an exit.\n";
Keyword "prototype door";
ToRoom 0;
Flags (door closed);
} ];
ExDesc {
Keyword "prototype";
Text "This is a prototype of a description that can be bound to a room.\n";
};
Resets {
# a Prototype Mobile to room.
M 99900 1;
# a Prototype Object to room.
O 99900;
};
};
Room {
Vnum 99901;
Name "A Room";
Desc "A second protype room, so that exits can be added.\n";
Flags (no_mob);
Exit [ @(<dir> south) {
ToRoom 0;
Flags (door closed);
} ];
};
eof