#AREA
Naraki Catacombs~
Phule~
~
0 0
4
#ROOMS
#37250
A mysterious tunnel~
Runes glow a dull blue on the walls, but they don't appear to be a
warding or instructions. Instead, they appear to be a natural part to
this rather unnatural place. Electricity buzzes through the air,
creating a dull hum that shakes your bones. Perhaps whoever built these
tunnels did not intend for mortals to walk down them. Perhaps they did
not notice the rampant forces of magic crackling down the tunnel.
~
[Merior] extras? how can runes be natural?
means they appear in place, not out of place, here
[Bandolin] should the runes have an extra descript? (I know you don't
like them, but I couldn't find anything else wrong to complain about.
8^) )
~
301596676 0 8 0
D0
~
~
0 -1 37251 10 10 5
D2
~
~
0 -1 36128 10 10 5
-1
S
#37251
A mysterious tunnel~
Gigantic doors of mirror-like black obsidian rise mightily to the east
and west, impossible to open. A small alcove brimming with electricity
is set in the stone to the north, and to the south, a dark tunnel
stretches away.
~
[Bandolin] personally, the doors seem to need an extra desc. (IMHO)
[Bandolin] The room says they are black doors, but the aedit 1 says it is
an obsidian gate.
~
301596676 0 8 0
D0
~
~
0 -1 37252 10 10 5
D1
obsidian door~
obsidian door~
195 -1 37253 10 10 5
D2
~
~
0 -1 37250 10 10 5
D3
obsidian door~
obsidian door~
195 -1 37254 10 10 5
A
~
~
wait( 1 );
close( room, east );
close( room, west );
send_to_room( #close, room );
send_to_room( #close, find_room( 37253 ) );
send_to_room( #close, find_room( 37254 ) );
~
E
close~
You hear the grinding sound of stone on stone as the obsidian gate closes.
~
!
0 0 0
A
~
~
acode( room, 1 );
~
!
1 3 10
70 9 1509949540 3 0
-1
S
#37252
A small alcove~
Runes cover the north wall, flowing in and out of a set of handprints
inset in the stone. The hum of electricity flows over the wall like a
waterfall, an impenetrable protective field. A small black lever is set
like a switch in the west wall, and to the south a dark tunnel disappears
into inky black.
~
[Merior] need extras
[Merior] electric field on north wall?
[Bandolin] should "hands" be a command? because with it, "hands hands"
works
[Bandolin] i'm new, so forgive me if i'm wrong, but result "rzap" looks
like it has an extra blank line at the end of it.
~
301596676 0 8 0
D2
~
~
0 -1 37251 10 10 5
E
wall runes electric~
The runes glow with the white-blue of lightning.
~
A
flip pull~
lever switch~
if( rflag( status0, room ) ) {
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
remove_rflag( status0, room );
}
else
act_tochar( #nope, ch );
~
E
nope~
The electric field has already been shut off.
~
E
rpull~
$n pulls the lever easily, and the electric field on the north wall
shimmers and is gone.
~
E
pull~
You pull the lever easily, and the electric field on the north wall
shimmers and is gone.
~
!
0 0 0
A
place press push hands insert~
hands prints imprints handprints~
if( rflag( status0, room ) ) {
act_tochar( #zap, ch );
act_notchar( #rzap, ch );
i = 4d5+4;
dam_message( ch, i, "the electric shock" );
inflict( ch, mob, i, "electrocution" );
}
else {
act_tochar( #open, ch );
act_notchar( #ropen, ch );
open( find_room( 37251 ), east );
open( find_room( 37251 ), west );
set_rflag( status0, room );
send_to_room( #east, find_room( 37251 ) );
send_to_room( #west, find_room( 37251 ) );
send_to_room( #west, find_room( 37253 ) );
send_to_room( #east, find_room( 37254 ) );
}
~
E
east~
The massive door of obsidian to the east opens with a grating of stone.
~
E
west~
The massive door of obsidian to the west opens with a grating of stone.
~
E
ropen~
$n's hands fit perfectly into the imprints, and you hear nearly silent
grating as huge weights are lifted. As $n moves away, the electric field
zaps back to life.
~
E
open~
Your hands fit perfectly, and you hear the nearly silent grating as huge
weights are lifted. Bringing your hands away, the electric field hums
back to life.
~
E
rzap~
$n is zapped by the electric field. $n should not have tried to break
through it.
~
E
zap~
You foolishly try to press your hands to the imprints with the electric
field still intact, and you get zapped!
~
!
0 0 0
-1
S
#37253
A tunnel of shifting sand~
The hard obsidian rock has begun to give way to the soft gritty texture
of desert sand. Your footing is soft, but not unsure, as if somewhere
beneath the sands firm ground anchors all safely in place. The tunnel
leads east, and a massive door of mirror-like obsidian rises to the west.
A small grey lever is inset in the wall to the west.
~
rextra on lever/door/sand
[Merior] extras needed
[Bandolin] you could use a comma after sands on line 3.
You could probably take the one out after soft on line 2.
[Bandolin] the action codes call the obsidian things gates, but the room
calls them doors.
~
301596676 0 8 0
D1
~
~
0 -1 37255 10 10 5
D3
obsidian~
obsidian~
195 -1 37251 10 10 5
A
~
~
if( is_follower( ch ) )
end;
if( is_open( room, west ) ) {
wait( 1 );
act_tochar( #slam, ch );
close( room, west );
send_to_room( #east, find_room( 37251 ) );
}
~
E
east~
The obsidian gate to the east slams shut with the grating of stone on
stone.
~
E
slam~
The obsidian gate to the west falls shut with the grating of stone on
stone.
~
!
1 1 10
A
pull~
lever~
if( is_open( room, west ) ) {
act_tochar( #already, ch );
end;
}
if( is_open( find_room( 37251 ), west ) ) {
act_tochar( #other, ch );
act_notchar( #rother, ch );
end;
}
open( room, west );
act_tochar( #you, ch );
act_notchar( #not, ch );
send_to_room( #opens, find_room( 37251 ) );
~
E
rother~
$n pulls on the lever, but nothing happens. Perhaps there is another way
out.
~
E
opens~
The obsidian door to the west opens with the grating of stone on stone.
~
E
not~
$n pulls the small grey lever, and the obsidian door raises with the
grating sound of stone on stone.
~
E
you~
You pull the lever, and the obsidian door raises with the grating sound
of stone on stone.
~
E
other~
You pull the lever, but nothing happens. Perhaps there is another way
out.
~
E
already~
The obsidian door is already open.
~
!
0 0 0
-1
S
#37254
A tunnel of red heat~
You are standing in a tunnel of red, hot rock. Waves of heat from an
unknown source to the west wash over you in full force. To the east is a
large slab of mirror-like obsidian which acts as a gate to block any
passage. A second look to the west makes the walls themselves to appear
like they are no longer made of rock, but of pure fire. A small gray
lever is inset in the east wall.
~
don't forget rextras all through here and change rflags and rstats
[Bandolin] not sure, but the "themselves to" on line 4, doesn't need the
"to" and i think it should be "themself".
~
301596677 0 8 0
D1
obsidian~
obsidian~
195 -1 37251 10 10 5
D3
~
~
0 -1 37263 10 10 5
A
~
~
if( is_follower( ch ) )
end;
if( is_open( room, east ) ) {
wait( 1 );
send_to_room( #slam, room );
close( room, east );
send_to_room( #west, find_room( 37251 ) );
}
~
E
west~
The obsidian gate to the west slowly slams shut.
~
E
slam~
The obsidian gate to the east slams shut with the grating of stone on
stone.
~
!
1 3 10
A
pull~
lever~
if( is_open( room, east ) ) {
act_tochar( #already, ch );
end;
}
if( is_open( find_room( 37251 ), east ) ) {
act_tochar( #else, ch );
act_notchar( #relse, ch );
end;
}
open( room, east );
act_tochar( #you, ch );
act_notchar( #not, ch );
send_to_room( #opens, find_room( 37251 ) );
~
E
relse~
$n pulls on the lever, but nothing happens. Perhaps there is another way
out.
~
E
opens~
The obsidian gate to the west opens with the grinding of stone on stone.
~
E
not~
$n pulls on the lever, and the obsidian gate rises with the grinding of
stone on stone.
~
E
you~
You pull the lever, and the obsidian gate rises with the grinding of
stone on stone.
~
E
else~
You pull the lever, but nothing happens. Perhaps there is another way
out.
~
E
already~
The obsidian gate is already open!
~
!
0 0 0
-1
S
#37255
A room of shifting sand~
This small chamber swirls and changes before your eyes as mounds of sand
move all about, seemingly alive. The sand is endless, reaching into the
heart of the earth with its depth, threatening to swallow you whole.
Tunnels escape the chamber to the north and west.
~
[Bandolin] nothing wrong here. the room might could use a random for
sand getting in their clothes or something.
~
301596676 0 8 0
D0
~
~
0 -1 37256 10 10 5
D3
~
~
0 -1 37253 10 10 5
72 9 1509949540 3 0
-1
S
#37256
A tunnel of shifting sand~
The walls and floor of this tunnel shift and move, making your footing
perilous as the ground moves as if to devour you. The morphing movements
of the rock seem to increase to the south, while to the north the rock
seems more stable.
~
[Bandolin] any chance of a random action to make them trip on the hungry
sand?
[Bandolin] the 3rd line seems to indicate that the tunnel is a malleable
rock, but the title of the room is "shifting sand"
~
301596676 0 8 0
D0
~
~
0 -1 37257 10 10 5
D2
~
~
0 -1 37255 10 10 5
-1
S
#37257
A tunnel of shifting sand~
The walls of this tunnel waver slightly, but appear to be stable enough.
The circumstances are different to the south, where the violent motions
of the rock threaten to swallow any adventurer that enters that tunnel.
To the west, a tunnel of solid obsidian leads away from the mysterious
sands to unknown darkness.
~
[Merior] south is rock or sand moving?
[Bandolin] the impression i get here also is a) from the title, a room of
sand that moves, and b) from the desc, walls that are malleable
~
301596676 0 8 0
D2
~
~
0 -1 37256 10 10 5
D3
~
~
0 -1 37258 10 10 5
-1
S
#37258
A mysterious tunnel~
The obsidian rock of the tunnel is flawlessly smooth, polished to the
point of giving it mirror-like qualities. To the east the ground seems
very unstable, while to the west, more black obsidian tunnel stretches
away endlessly.
~
[Bandolin] sorry, nothing wrong here. just short. could use another
sentence or two.
~
301596676 0 8 0
D1
~
~
0 -1 37257 10 10 5
D3
~
~
0 -1 37259 10 10 5
-1
S
#37259
A mysterious tunnel~
While the tunnel running east and west is a mighty one indeed, the
rune-streaked obsidian passage to the north is obviously the main one.
The tunnels show no physical signs of passage; the rock beneath your feet
shows no wear, nothing litters the ground in any direction. It is as if
the inhabitants of this tunnel do not require the base physical mode of
transportation to which you may be accustomed.
~
rextra on rune here and elsewhere
Great desc phule.
[Bandolin] the 2nd sentence would be better if broken into two sentences.
Period where the semi-colon is and an and where the comma is. (it's only
a suggestion)
~
301596676 0 8 0
D0
~
~
0 -1 37264 10 10 5
D1
~
~
0 -1 37258 10 10 5
D3
~
~
0 -1 37260 10 10 5
-1
S
#37260
A mysterious tunnel~
A faint heat can be felt down the corridor to the west, while a lightless
void of black stretches to the east without discernable shape. The walls
are smooth and hard, too perfectly shaped to be the work of men. Perhaps
magic instead.
~
[Bandolin] "Perhaps magic instead." is a sentence fragment.
[Bandolin] it's also a bit short, being only two sentences.
~
301596676 0 8 0
D1
~
~
0 -1 37259 10 10 5
D3
~
~
0 -1 37261 10 10 5
-1
S
#37261
A tunnel of red heat~
The black obsidian rock of the tunnel walls has been cracked by some
great heat, the source of which appears to be to the south, from which a
red glow and the sound of crackling flame issues. A tunnel of black
obsidian leads east.
~
[Bandolin] ow ow ow. the first sentence hurts my head. Maybe you could
break it into two or even three sentences? 8^)
~
301596677 0 8 0
D1
~
~
0 -1 37260 10 10 5
D2
~
~
0 -1 37262 10 10 5
-1
S
#37262
A tunnel of red heat~
The walls of this tunnel are alive with fire, flickering with heat. The
source of the flames is a small chamber to the south. Tilting your head,
you can also hear a definite crackling sound as well. The tunnel appears
to be somewhat cooler to the north.
~
[Bandolin] i'd recommend an extra desc for fire/heat/flickering so that
you can better explain why rock is on fire
~
301596677 0 8 0
D0
~
~
0 -1 37261 10 10 5
D2
~
~
0 -1 37263 10 10 5
A
tilt~
head~
act_tochar( #tilt, ch );
~
E
tilt~
You tilt your head and listen to the sound of crackling flame and
snapping explosions.
~
!
0 0 0
-1
S
#37263
A room of red heat~
The walls of this chamber seem alive with fire, as if the stone has been
melted, one element after another, leaving only pillars of flame and
rivers of molten lava. Heat-filled tunnels lead north and east, away
from this unnatural place of fire.
~
[Bandolin] on the fire elemental: "and a humanoid form's outlines" might
be better as "and the outline of a humanoid's form" otherwise, "...
outline"
[Bandolin] not sure if i'm right here, but, this room does only have two
sentences and while they aren't short, the overall room is barely four
lines
~
301596677 0 8 0
D0
~
~
0 -1 37262 10 10 5
D1
~
~
0 -1 37254 10 10 5
597 137 1509949540 3 0
-1
S
#37264
A mysterious tunnel~
The alien runes on the east and west walls of this massive tunnel of
obsidian connect overhead, forming a weblike covering of the stone. It
is almost as if the builders thought that the tons of impenetrable rock
were not enough, that a magical barrier was necessary to protect their
creation. The rune-covered hall continues to the north and south.
~
[Merior] of course, still need extras
[Bandolin] 2nd line "covering of the stone." is a bit awkward. maybe
"covering on the stone."?
~
301596676 0 8 0
D0
~
~
0 -1 37265 10 10 5
D2
~
~
0 -1 37259 10 10 5
-1
S
#37265
A mysterious tunnel~
Gigantic doors of mirror-like black obsidian rise mightily to the east
and west, impossible to open. A small alcove brimming with electricity
is set in the stone to the north, and to the south a dark tunnel
stretches.
~
things to do:
[Bandolin] i'm easily confused. why is there an aedit [1] None ?
[Bandolin] also, the aedit says that a gate closes while the room calls
them doors
~
301596676 0 8 0
D0
~
~
0 -1 37266 10 10 5
D1
obsidian door gate~
obsidian door gate~
195 -1 37267 10 10 5
D2
~
~
0 -1 37264 10 10 5
D3
obsidian door gate~
obsidian door gate~
195 -1 37268 10 10 5
A
~
~
close( room, east );
close( room, west );
send_to_room( #close, room );
send_to_room( #close, find_room( 37267 ) );
send_to_room( #close, find_room( 37268 ) );
~
E
close~
You hear the grinding sound of stone on stone as the obsidian gate closes.
~
!
0 0 0
A
~
~
acode( room, 1 );
~
!
1 3 10
70 9 1509949540 3 0
-1
S
#37266
A small alcove~
Runes cover this small alcove of obsidian with a nearly solid scrawl of
indecipherable magic. A strage statue made from apparently the same
black obsidian as the walls stands near the northern wall of the alcove,
and the caver resumes its rather large dimensions to the south.
~
[Merior] in statue extra.. immensely
[Merior] in rdesc strange, and cave?
[Bandolin] line two: "strage" should be "strange"
[Bandolin] line 4: "caver" should be "cavern"
~
301596676 0 8 0
D2
~
~
0 -1 37265 10 10 5
E
strange statue~
The small black statue appears to be humanoid, but that is hard to
discern, as is the intended sex of the iummensely solid carved block of
obsidian. A rather prominent nose sits strangely on the forehead of the
statue, covering imposing-looking eyes that seem to glow with some
strange power.
~
E
nose~
The nose appears to be on a bit of a track, obviously able to slide
downward on the statue's face to reveal the eyes.
~
A
slide move lower press push pull~
nose nostril~
if( rflag( status0, room ) ) {
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
remove_rflag( status0, room );
}
else
act_tochar( #nope, ch );
~
E
nope~
The statue's nose has already been pressed down.
~
E
rpull~
$n presses cautiously against the bridge of the statue's nose and it
slides downward into place.
~
E
pull~
You press cautiously againt the bridge of the statue's nose and it slides
downward into place.
~
!
0 0 0
A
look stare peer gaze~
eyes orbs~
if( rflag( status0, room ) ) {
act_tochar( #zap, ch );
act_notchar( #rzap, ch );
}
else {
act_tochar( #open, ch );
act_notchar( #ropen, ch );
open( find_room( 37265 ), east );
open( find_room( 37265 ), west );
set_rflag( status0, room );
send_to_room( #east, find_room( 37265 ) );
send_to_room( #west, find_room( 37265 ) );
send_to_room( #east, find_room( 37268 ) );
send_to_room( #west, find_room( 37267 ) );
}
~
E
west~
The obsidian gate to the west opens with the grinding of stone on stone.
~
E
east~
The obsidian gate to the east opens with the grinding of stone on stone.
~
E
ropen~
$n stares into the statue's eyes, and after a moment they glow with a
strange light. A booming sound is accompanied by the soft 'click' of the
statue's nose sliding back up in front of the statue's eyes.
~
E
open~
You stare into the statue's eyes, and after a moment they glow with a
strange light. A booming sound is accompanied by the soft 'click' of the
statue's nose sliding back up in front of the statue's eyes.
~
E
rzap~
$n tries to stare into the strange statue's eyes, but cannot.
~
E
zap~
You try to stare into the strange statue's eyes, but you find that
impossible with the thing's large nose mysteriously covering its orbs.
~
!
0 0 0
-1
S
#37267
A tunnel of raging ocean~
The walls of this tunnel appear to be made of rushing water. The blues
and whites rush by your head and arms, rolling around in all directions.
At your feet the water seems to have frozen into ice, making footing
slippery but stable. A small gray lever is inset in the west wall.
~
check in other rooms that are similar, but shouldn't "raises" be "rises"
your call! :)
also, not sure about your rnames, is there a standard for capitalization?
^^ No there isn't a standard. The rnames are usually a hallmark of the
builder, as long as they don't get out of hand. - Amon
[Bandolin] line three: "At your feet" needs a comma after the feet.
[Bandolin] even though the obsidian gate has an action, it isn't
mentioned in the main room desc. (the gate isn't mentioned)
[Bandolin] again, the aedits list gates, but the room west calls them
doors.
~
301596676 6 8 0
D1
~
~
0 -1 37277 10 10 5
D3
obsidian~
obsidian~
195 -1 37265 10 10 5
A
~
~
if( is_open( room, west ) ) {
close( room, west );
act_tochar( #slam, ch );
act_notchar( #rslam, ch );
send_to_room( #east, find_room( 37265 ) );
}
~
E
east~
The obsidian gate to the east falls shut with the grinding of stone on
stone.
~
E
rslam~
The obsidian gate to the west grinds shut.
~
E
slam~
The obsidian gate slams shut behind you, cutting off all hope of exit.
~
!
1 1 10
A
pull~
lever~
if( is_open( room, west ) ) {
act_tochar( #already, ch );
end;
}
if( is_open( find_room( 37265 ), west ) ) {
act_tochar( #other, ch );
end;
}
open( room, west );
act_tochar( #pull, ch );
act_notchar( #rpull, ch );
send_to_room( #east, find_room( 37265 ) );
~
E
east~
The obsidian gate to the east raises open with the grinding of stone on
stone.
~
E
rpull~
$n pulls the gray lever, and the obsidian gate raises open with the
grinding of stone on stone.
~
E
pull~
You pull the gray lever, and the obsidian gate raises open with the
grinding of stone on stone.
~
E
other~
You pull the lever, but nothing happens. Perhaps there is another way
out.
~
E
already~
The obsidian gate is already open.
~
!
0 0 0
-1
S
#37268
A tunnel of swirling wind~
You feel no solidity beneath your feet, no comfortable rock upon which to
rest your weight. You stand on a firmament of swirling winds, of ocean
breeze and desert gale. To the west, the winds seem to gather into a
ferocious storm. A small gray lever is set into the eastern wall of
obsidian rock.
~
Nice desc.
[Bandolin] only thing i see that might be wrong is that you don't mention
the obsidian gate/door
~
301596676 0 8 0
D1
obsidian~
obsidian~
195 -1 37265 10 10 5
D3
~
~
0 -1 37269 10 10 5
A
~
~
if( is_open( room, east ) ) {
close( room, east );
act_tochar( #slam, ch );
act_notchar( #rslam, ch );
send_to_room( #west, find_room( 37265 ) );
}
~
E
west~
The obsidian gate to the west crashes shut.
~
E
rslam~
The obsidian gate crashes shut.
~
E
slam~
~
!
1 3 10
A
pull~
lever~
if( is_open( room, east ) ) {
act_tochar( #already, ch );
end;
}
if( is_open( find_room( 37265 ), east ) ) {
act_tochar( #other, ch );
end;
}
open( room, east );
act_tochar( #pull, ch );
act_notchar( #not, ch );
send_to_room( #west, find_room( 37265 ) );
~
E
west~
The obsidian gate to the west rises with the grating of stone on stone.
~
E
not~
$n pulls the lever, and the obsidian gate rises with the grating of stone
on stone.
~
E
pull~
You pull the lever, and the obsidian gate rises with the grating of
stone on stone.
~
E
other~
You pull the lever, but nothing happens. Perhaps there is another way
out.
~
E
already~
The obsidian gate is already open.
~
!
0 0 0
-1
S
#37269
A room of swirling wind~
The room about you swirls in a frenzy of wind, whipping you about like a
discarded rag doll. A mighty tornado howls in your ears, and hurls bits
of sand into your eyes as well. Tunnels of swirling air lead north and
east.
~
add another descriptive sentence in the middle here
[Merior] in mob enormous
-- thanks
[Bandolin] sorry, i can't find anything new wrong here.
~
301596676 0 8 0
D0
~
~
0 -1 37270 10 10 5
D1
~
~
0 -1 37268 10 10 5
823 9 1509949540 3 0
-1
S
#37270
A tunnel of swirling wind~
The world about you spins and whirls as winds as strong as the Great
Winds that shaped the world, hold you easily aloft amidst a sea of clouds
and mist. A wind storm rages in full force to the south, and to the
north, the winds seem to die down somewhat.
~
[Bandolin] sorry, nothing wrong here.
[Bandolin] Unless you really want to be nit-picky, in which case, this
room only has 2 sentences. It wouldn't hurt to get a 3rd...
~
301596676 0 8 0
D0
~
~
0 -1 37271 10 10 5
D2
~
~
0 -1 37269 10 10 5
-1
S
#37271
A tunnel of swirling wind~
Misty winds blow easily by, caressing your cheek with the cool touch of
an ocean breeze. Desert winds form a path upon which to walk, whether it
leads to the firm rock to the east or into a tunnel filled with swirling
winds to the south.
~
[Merior] winds form a path?
[Bandolin] the raw impression i get is that there are several types of
winds here, one of which holds you up in this spot. But the seperation
between the misty wind and desert wind is vague.
~
301596676 0 8 0
D1
~
~
0 -1 37272 10 10 5
D2
~
~
0 -1 37270 10 10 5
-1
S
#37272
A mysterious tunnel~
Cold, hard, lifeless obsidian surrounds you with its impenetrable
embrace, as black as the shadow itself making you unsure where the rock
ends. The shadows begin to form a tunnel leading to the east. A path
that seems to lead onto air itself stretches to the west.
~
The shadow thing confuses me a bit - amon
[Bandolin] Is there a light source that is allowing the shadows here?
And are the shadows the actual walls to the east?
~
301596676 0 8 0
D1
~
~
0 -1 37273 10 10 5
D3
~
~
0 -1 37271 10 10 5
-1
S
#37273
A mysterious tunnel~
A tunnel leading to the north intersects the east-west tunnel of obsidian.
While the tunnels to the east and west seem somewhat unremarkable, to the
north the black walls are streaked with ancient runes, perhaps of warding.
~
why do you say "perhaps of warding" here when you said at the 1st room,
that the runes and such weren't wardings or instructions
^^ I would leave it, but she has a point, in that first room, the purpose
of the runes is confusing sorta.
also, add another sentence or two, possibly state what they see to the
east and west
^^ don't agree. 3 is fine in an unimportant filler room.
[merior] why do you think they are warding?
[Bandolin] i'd recommend an extra desc for the runes
~
301596676 0 8 0
D0
~
~
0 -1 37278 10 10 5
D1
~
~
0 -1 37274 10 10 5
D3
~
~
0 -1 37272 10 10 5
-1
S
#37274
A mysterious tunnel~
A tunnel of black obsidian gapes open to the west, its features
undiscernable. To the east, powerful currents overtake the rock, forming
a world of their own amidst ice and thrashing waves.
~
Change 'currents' to 'forces'?
You can't see waves from here i don't think. Maybe "ice and water"?
change "features" to "details"?
[Merior] overtake what rock? the obsidian?
~
301596676 0 8 0
D1
~
~
0 -1 37275 10 10 5
D3
~
~
0 -1 37273 10 10 5
-1
S
#37275
A tunnel of raging ocean~
The water beneath you has frozen into a stable platform of ice, but
beneath that outer layer, you can feel powerful forces flowing. The
water to the south is flowing strongly as if the walls are made of
nothing but rushing water. To the west can be seen a tunnel of hard
black obsidian.
~
change plateform to surface?
"beneath this fragile layer,"?
~
301596676 6 8 0
D2
~
~
0 -1 37276 10 10 5
D3
~
~
0 -1 37274 10 10 5
-1
S
#37276
A tunnel of raging ocean~
Water sleets down and all around carried upon a fierce autumn breeze,
whipping your face and body with sheets of icy cold wetness. You are
unsure of the dimensions of this place, but you can see a raging inferno
of a storm, unleashed in all its fury to the south. While north the
water becomes ice.
~
~
301596676 6 8 0
D0
~
~
0 -1 37275 10 10 5
D2
~
~
0 -1 37277 10 10 5
-1
S
#37277
A place of raging ocean~
This room, if it can be named as such, is a raging inferno of ocean
waves, rain, and whirlpool. All semblance of earth has disappeared,
replaced by the torrent of water before you. The sound alone is
deafening, that of one hundred hundred waterfalls, and the smell is of
the open sea during a fierce storm. Tunnels of more stable water lead
north and south.
~
ice elemental
[Merior] did the ice guy belong here or further up where it is colder?
[merior] seems like your ice guy should be bothered by fire, and not cold spells
-- fixed, thanks merior
~
301596676 6 8 0
D0
~
~
0 -1 37276 10 10 5
D3
~
~
0 -1 37267 10 10 5
1043 9 1509949540 3 0
-1
S
#37278
Before the Wizard-Gate~
The mysterious tunnels have come to a massive gate of inscribed obsidian
located directly in front of you. Strange sounds, similar to chanting
can be heard faintly from beyond, but it seems the sounds are conducting
through the tunnel walls rather than passing the mass of the gate. A
dark tunnel leads back away south.
~
MOST RECENT NOTE :: gate is CLOSED. No area beyond as yet.
give gate more mpcode, check standard
another rbug in room north of here
...'gate' also needs to be in keywords for the door.
There were a lot of rbugs here, so i just did a lot of it. So if i
errored, come to me. - Amon
BTW, I think a lot of these mobs are pretty wimpy. And when you do
marmor, put those numbers up on a par with the players that will be
comming through here. Ppl comming here will have mith, if not adamtite.
I changed the door's marmor a little.
[merior] do you have to enter via the tunnel to the south?
[merior] sounds are conducting? conducted?
[merior] obviously didnt go north... let me know when/if i need to
~
301596676 0 8 0
D0
Wizard-Gate door gate~
Wizard-Gate door gate~
195 -1 37279 10 10 5
D2
~
~
0 -1 37273 10 10 5
E
wizard-gate wizard gate~
The Wizard-Gate is of the same obsidian rock of the tunnels, but unlike
the many other featureless mirrors, strange runes of glowing purple and
blue cover this great slab of stone.
~
A
knock pound bang~
gate door obsidian wizard wizard-gate~
if( is_open( room, north ) ) {
act_tochar( #already, ch );
end;
}
if( mob_in_room( 67, room ) ) {
act_tochar( #nope, ch );
end;
}
else {
act_tochar( #knock, ch );
act_notchar( #rknock, ch );
if( char_in_room( ch, room ) ) {
act_tochar( #gate, ch );
act_notchar( #gate, ch );
if( char_in_room( ch, room ) ) {
mload( 67, room );
act_tochar( #speech, ch );
act_notchar( #speech, ch );
}
}
}
~
E
already~
The Wizard-Gate is already open.
~
E
nope~
You knock on the gate, but only succeed in angering it further.
~
E
speech~
@M@bThe Wizard-Gate, with a final burst of magical energy, rips free of
the tunnel around it and fixes a cold gaze devoid of feeling upon you.@n
@b"You are not my master!" @nit booms. @b"You will not pass me."
~
E
rknock~
$n knocks firmly on the Wizard-Gate's obsidian surface.
~
E
gate~
@M@bThe Wizard-Gate's markings swirl and flash, and you hear the sound
of stone creaking and cracking. The glyphs eventually form a pair of
large eyes and a cavernous maw ringed with magical fangs.
~
E
knock~
You knock firmly on the Wizard-Gate's obsidian surface.
~
E
nothing_happens~
You knock on the gate, but nothing happens.
~
!
0 0 0
-1
S
#37279
Beyond the Wizard-Gate~
Electricity zigzags across the walls, lighting this dark corridor in
brilliant light. The scent of ozone is heavy in the air. Bright flashes
of light curuscate up and down the length of the tunnel. You can see a
branch in the tunnel to the north.
~
[Phule] sparks. badasses. oh yeah.
[Phule] fix knock action
~
301596677 0 8 0
D0
~
~
0 -1 37280 10 10 5
D2
Wizard-Gate gate door~
Wizard-Gate gate door~
195 -1 37278 10 10 5
A
knock pound bang~
gate obsidian door wizard wizard-gate~
act_tochar( #knock, ch );
act_notchar( #rknock, ch );
open( room, south );
~
E
rknock~
$n pounds and the Wizard-Gate, and it opens slowly.
~
E
knock~
You pound on the Wizard-Gate, and it opens slowly.
~
!
0 0 0
-1
S
#37280
Before an archway of lightning~
A shimmering field of crackling lightning lies to the north, blocking a
massive archway. Dark tunnels, lit by crackling electricity, head east
and west from this point. Another tunnel leads south toward a gigantic
door.
~
acolyte/weak wizard area
[Phule] electric field n, cannot pass without killing 2 sparks
[Phule] nomob
~
301596685 0 8 0
D0
~
~
0 -1 37283 10 10 5
D1
~
~
0 -1 37281 10 10 5
D2
~
~
0 -1 37279 10 10 5
D3
~
~
0 -1 37282 10 10 5
A
~
~
if( mob_in_room( 320, find_room( 37282 ) ) ) {
act_tochar( #step, ch );
act_notchar( #rstep, ch );
end;
}
if( mob_in_room( 320, find_room( 37281 ) ) ) {
act_tochar( #step, ch );
act_notchar( #rstep, ch );
end;
}
act_tochar( #go, ch );
continue;
~
E
rstep~
$n tries to step through the lightning field, but is thrown back.
~
E
step~
You try to step through the lightning field, but are thrown back.
~
E
go~
The lightning field safely deactivated, you step through.
~
!
3 0 1
-1
S
#37281
An alcove crackling with electricity~
This large, bowl-shaped alcove crackles with electricity. The ebbing
tendrils of lightning seem to remain housed in the walls, as if some
other field keeps the electricity at bay. Even so, your hairs stand on
end. You can exit the alcove to the west.
~
~
301596677 0 8 0
D3
~
~
0 -1 37280 10 10 5
320 9 1509949540 3 0
-1
S
#37282
An alcove crackling with electricity~
This large, bowl-shaped alcove crackles with electricity. The ebbing
tendrils of lightning seem to remain housed in the walls, as if some
other field keeps the electricity at bay. Even so, your hairs stand on
end. You can exit the alcove to the east.
~
~
301596677 0 8 0
D1
~
~
0 -1 37280 10 10 5
320 9 1509949540 3 0
-1
S
#37283
Beyond an archway of lightning~
You are just to the north of a shimmering field of crackling lightning
which blocks a massive stone arch to the south. A large underground
chamber opens up to the east. The ancient obsidian on which you now
stand has been here for ages. It throbs with electricity.
~
~
301596677 0 8 0
D1
~
~
0 -1 37284 10 10 5
D2
~
~
0 -1 37280 10 10 5
A
~
~
act_tochar( "You step through the lightning field.", ch );
act_notchar( "$n steps through the lightning field.", ch );
continue;
~
!
3 0 4
-1
S
#37284
An underground chamber - puzzle room~
A large handprint lies in the center of a complex mechanism on the north
wall. Presumably, the massive machine acts as a locking device for the
heavy obsidian door inset in the east wall. To the west, you can see a
room glowing with electricity.
~
[Phule] puzzle here
[Phule] clues are in narak
~
301596676 0 8 0
D1
heavy obsidian door~
~
195 -1 37296 10 10 5
D3
~
~
0 -1 37283 10 10 5
E
handprint center~
The handprint is small, roughly the size of a human's hand. It is set
onto some kind of square panel which might slide back if you pressed it.
~
E
complex mechanism machine device~
The machine consists of five knobs, each of which can be pressed down.
The heads each have engravings upon them. The engravings are (in order):
a lion, a dragon, a dagger, a peal of fire, and a jellyfish. The machine
is obviously dangerous, and perhaps deadly. Fiddling with it without
proper knowledge could be fatal.
~
A
***TRAP***~
***CODE***~
act_tochar( "Oops.", ch );
act_notchar( "$n looks around in confusion.", ch );
send_to_room( #rumble, room );
i = 10d60+100;
loop( all_in_room ) {
dam_message( rch, i, "The electric pulse" );
inflict_shock( rch, mob, i, "Electrocution" );
}
send_to_room( "The machine locks up.", room );
remove_rflag( reset2, find_room( 37296 ) );
~
E
rumble~
@EThe room rumbles and the machine hisses in anger. This could be bad.@n
@ESuddenly the room glows bright with electricity, and pulses!!@n
~
!
0 0 0
A
press depress~
lion peal fire~
if( !rflag( reset2, find_room( 37296 ) ) ) {
act_tochar( "The machine has locked up.", ch );
end;
}
acode( room, 1 );
~
!
0 0 0
A
press depress~
jellyfish~
if( !rflag( reset2, find_room( 37296 ) ) ) {
act_tochar( "The machine has locked up.", ch );
end;
}
if( rflag( reset0, room ) ) {
act_tochar( "You depress the seal of the jellyfish.", ch );
act_notchar( "$n depresses the seal of the jellyfish.", ch );
remove_rflag( reset0, room );
}
else
acode( room, 1 );
~
!
0 0 0
A
press depress~
dagger~
if( !rflag( reset2, find_room( 37296 ) ) ) {
act_tochar( "The machine has locked up.", ch );
end;
}
if( rflag( reset0, room ) )
acode( room, 1 );
else {
if( rflag( reset1, room ) ) {
act_tochar( "You depress the seal of the dagger.", ch );
act_notchar( "$n depresses the seal of the dagger.", ch );
remove_rflag( reset1, room );
}
else
acode( room, 1 );
}
~
!
0 0 0
A
press depress~
dragon~
if( !rflag( reset2, find_room( 37296 ) ) ) {
act_tochar( "The machine has locked up.", ch );
end;
}
if( rflag( reset0, room ) )
acode( room, 1 );
else {
if( rflag( reset1, room ) )
acode( room, 1 );
else {
if( rflag( reset2, room ) ) {
act_tochar( "You depress the seal of the dragon.", ch );
act_notchar( "$n depresses the seal of the dragon.", ch );
remove_rflag( reset2, room );
send_to_room( #click, room );
}
else
acode( room, 1 );
}
}
~
E
click~
@EYou hear a slight *click*, and the machine starts to hum.@n
~
!
0 0 0
A
press push depress~
handprint~
if( !rflag( reset2, find_room( 37296 ) ) ) {
act_tochar( "The machine has locked up.", ch );
end;
}
if( rflag( reset2, room ) )
acode( room, 1 );
else {
act_tochar( "You press firmly down upon the handprint.", ch );
act_notchar( "$n presses firmly down upon the handprint.", ch );
send_to_room( #open, room );
send_to_room( #opens, find_room( 37296 ) );
open( room, east );
send_to_room( "The machine locks up.", room );
remove_rflag( reset2, find_room( 37296 ) );
}
~
E
open~
The massive obsidian door to the east slowly swings open.
~
E
opens~
The massive obsidian door to the west slowly swings open.
~
!
0 0 0
-1
S
#37292
The Underground Chambers of Narak~
Under Construction.
~
~
301596676 0 8 0
-1
S
#37296
The lair of Typhoeus~
A hissing pool of green acid burns against the solid obsidian rock of
this chamber. The cavern is huge, perhaps a half-mile wide, and
enshrouded in total darkness. A giant door of obsidian leads west, out
of the cavern. There are no other side-tunnels or exits.
~
~
301596676 0 9 0
D3
heavy obsidian door~
~
195 -1 37284 10 10 5
A
open~
w west heavy obsidian door~
if( !is_open( room, west ) ) {
act_tochar( "You open the heavy obsidian door.", ch );
act_notchar( "$n opens the heavy obsidian door.", ch );
send_to_room( "The door to the east opens.", find_room( 37284 ) );
open( room, west );
}
else
act_tochar( "The door is already open.", ch );
~
!
0 0 0
1319 9 1509949540 3 0
-1
S
#0