#AREA
Path of Destiny~
Fenlyn~
Path of Destiny~
60 0
4
#ROOMS
#67000
Before the Black Void~
Down about six feet in the hole, you notice that dirt walls surround you
on every side. Large wooden roots from the surrounding trees planted in
the area weave around in the dirt wall making random turns every few
inches. Most of the dirt is dark brown in color, but on the north wall
there is a black hole that seems to warp any molecules that come near it.
Fresh footprints in the dirt floor indicate that this hole has recently
seen visitors.
~
[Fenlyn] enter void action
[Fenlyn] HELP CLASSES for list of current classes for path of destiny.
[Fenlyn] area linking is irrelevant. movement is based on acode. All of it.
[Fenlyn] Random Entrance: U --> 3796
[Fenlyn] Pets will fail to follow into hole because of level restr.
~
335151214 3 5 0
D4
hole~
hole~
10 -1 3796 10 10 5
E
footprints ground dirt~
Each footprint is of varying size. Some are only a few inches long, and
others are over a foot long. But each footprint has one thing in common.
Each leads to the void and disappears.
~
A
~
~
i = random( 1, 5 );
room = find_room( 67000 );
if( is_open( room, up ) )
close( room, up );
room = find_room( 67021 );
if( is_open( room, up ) )
close( room, up );
room = find_room( 67022 );
if( is_open( room, up ) )
close( room, up );
room = find_room( 67023 );
if( is_open( room, up ) )
close( room, up );
room = find_room( 67024 );
if( is_open( room, up ) )
close( room, up );
if( i == 1 ) {
room = find_room( 3796 );
if( players_room( room ) == 0 ) {
if( players_room( find_room( 67000 ) ) == 0 ) {
send_to_room( #change1, find_room( 84 ) );
open( room, down );
}
}
}
if( i == 2 ) {
room = find_room( 21017 );
if( players_room( room ) == 0 ) {
if( players_room( find_room( 67021 ) ) == 0 ) {
send_to_room( #change2, find_room( 84 ) );
open( room, down );
}
}
}
if( i == 3 ) {
room = find_room( 28035 );
if( players_room( room ) == 0 ) {
if( players_room( find_room( 67022 ) ) == 0 ) {
send_to_room( #change3, find_room( 84 ) );
open( room, down );
}
}
}
if( i == 4 ) {
room = find_room( 19374 );
if( players_room( room ) == 0 ) {
if( players_room( find_room( 67023 ) ) == 0 ) {
send_to_room( #change4, find_room( 84 ) );
open( room, down );
}
}
}
if( i == 5 ) {
room = find_room( 37038 );
if( players_room( room ) == 0 ) {
if( players_room( find_room( 67024 ) ) == 0 ) {
send_to_room( #change5, find_room( 84 ) );
open( room, down );
}
}
}
~
E
change1~
@MThe entrance for the Path of Destiny is now in the Medienne Forest.@n
~
E
change2~
@MThe entrance for the Path of Destiny is now in Chiiron.@n
~
E
change3~
@MThe entrance for the Path of Destiny is now on the Mountain Road.@n
~
E
change4~
@MThe entrance for the Path of Destiny is now in the Vaasa.@n
~
E
change5~
@MThe entrance for the Path of Destiny is now in Pennan.@n
~
!
4 50 0
A
enter~
void black hole~
i = random( 67001, 67020 );
room = find_room( i );
if( is_fighting( ch ) )
end;
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
~
E
moves~
You enter the void and find yourself in another place.
~
E
ncmoves~
$n enters the void and disappears from sight.
~
!
0 200 0
-1
S
#67001
In the Void~
You find yourself floating in blackness. There is not anything
supporting your feet nor anything holding you up. It seems as if you are
suspended by invisible strings extending from the mysterious, colorless
expanse. An eerie light appears to come from nowhere allowing you to see
only yourself hovering in the void. Out in the emptiness a steady
low-pitched hum can be heard.
~
~
335151221 9 9 0
A
~
~
ch = rand_player( room );
if( is_fighting( ch ) )
end;
wait( 3 );
i = random( 67001, 67022 );
if( i >= 67021 ) {
acode( find_room( 67001 ), 2 );
end;
}
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
~
E
moves~
An unseen force seems to grab you and pull you through the void.
~
E
ncmoves~
$n disappears before your eyes.
~
!
2 400 0
A
~
~
room = find_room( 67025 );
if( players_room( room ) == 0 ) {
act_tochar( #moves2, ch );
act_notchar( #ncmoves2, ch );
transfer( ch, room );
act_notchar( #arr, ch );
send_to_room( #ent, find_room( 84 ) );
mob = mload( 1938, find_room( 84 ) );
obj_to_char( oload( 2 ), mob );
interpret( mob, "put gold destiny" );
junk_mob( mob );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
~
E
moves2~
A huge hand decends upon your head, grabs it, and pulls you out of the void.
~
E
ncmoves2~
A huge hand decends upon $n's head grabbing $m
and pulling $m out of the void.
~
E
arr~
A large hand comes down from the sky and releases $n from its grasp.
$n appears quite relieved to be placed back on the ground.
~
E
moves~
An unseen force seems to grab you and pull you through the void.
~
E
ncmoves~
$n disappears before your eyes.
~
E
ent~
@MSomeone has entered the Path of Destiny.@n
~
!
0 0 0
-1
S
#67002
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67003
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151173 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
A
cast~
summon astral blink~
acode( find_room( 67025 ), 2 );
~
!
0 0 0
1938 9 1509949540 3 0
-1
S
#67004
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67005
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67006
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67007
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67008
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151189 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67009
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67010
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151173 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
A
cast~
summon astral blink~
acode( find_room( 67025 ), 2 );
~
!
0 0 0
1938 9 1509949540 3 0
-1
S
#67011
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67012
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67013
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67014
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67015
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151173 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
A
cast~
summon astral blink~
acode( find_room( 67025 ), 2 );
~
!
0 0 0
1938 9 1509949540 3 0
-1
S
#67016
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67017
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67018
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67019
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67020
In the Void~
You find yourself floating in blackness. There isn't anything supporting
your feet nor anything holding you up. It seems as if you are suspended
by invisible strings extending from the mysterious, colorless expanse.
An eerie light appears to come from nowhere allowing you to see only
yourself hovering in the void. Out in the emptiness a steady low-pitched
hum can be heard.
~
~
335151221 9 9 0
A
~
~
acode( find_room( 67001 ), 1 );
~
!
2 400 0
-1
S
#67021
Before the Black Void~
Down about six feet in the hole, you notice that dirt walls surround you
on every side. Large wooden roots from the surrounding trees planted in
the area weave around in the dirt wall making random turns every few
inches. Most of the dirt is dark brown in color, but on the north wall
there is a black hole that seems to warp any molecules that come near it.
Fresh footprints in the dirt floor indicate that this hole has recently
seen visitors.
~
[Fenlyn] Random Entrance 21017 --> U
~
335151214 3 9 0
D4
hole~
hole~
10 -1 21017 10 10 5
E
footprints ground dirt~
Each footprint is of varying size. Some are only a few inches long, and
others are over a foot long. But each footprint has one thing in common.
Each leads to the void and disappears.
~
A
enter~
black hole void~
i = random( 67001, 67020 );
room = find_room( i );
if( is_fighting( ch ) )
end;
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
~
E
moves~
You enter the void and find yourself in another place.
~
E
ncmoves~
$n enters the void and disappears from sight.
~
!
0 0 0
-1
S
#67022
Before the Black Void~
Down about six feet in the hole, you notice that dirt walls surround you
on every side. Large wooden roots from the surrounding trees planted in
the area weave around in the dirt wall making random turns every few
inches. Most of the dirt is dark brown in color, but on the north wall
there is a black hole that seems to warp any molecules that come near it.
Fresh footprints in the dirt floor indicate that this hole has recently
seen visitors.
~
[Fenlyn] Random Entrance 28035 --> U
~
335151214 3 9 0
D4
hole~
hole~
10 -1 28035 10 10 5
E
footprints ground dirt~
Each footprint is of varying size. Some are only a few inches long, and
others are over a foot long. But each footprint has one thing in common.
Each leads to the void and disappears.
~
A
enter~
black hole void~
i = random( 67001, 67020 );
room = find_room( i );
if( is_fighting( ch ) )
end;
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
~
E
moves~
You enter the void and find yourself in another place.
~
E
ncmoves~
$n enters the void and disappears from sight.
~
!
0 0 0
-1
S
#67023
Before the Black Void~
Down about six feet in the hole, you notice that dirt walls surround you
on every side. Large wooden roots from the surrounding trees planted in
the area weave around in the dirt wall making random turns every few
inches. Most of the dirt is dark brown in color, but on the north wall
there is a black hole that seems to warp any molecules that come near it.
Fresh footprints in the dirt floor indicate that this hole has recently
seen visitors.
~
[Fenlyn] Random Entrance 19374 --> U
~
335151214 3 5 0
D4
hole~
hole~
8 -1 19374 10 10 5
E
footprints ground dirt~
Each footprint is of varying size. Some are only a few inches long, and
others are over a foot long. But each footprint has one thing in common.
Each leads to the void and disappears.
~
A
enter~
black hole void~
i = random( 67001, 67020 );
room = find_room( i );
if( is_fighting( ch ) )
end;
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
~
E
moves~
You enter the void and find yourself in another place.
~
E
ncmoves~
$n enters the void and disappears from sight.
~
!
0 0 0
-1
S
#67024
Before the Black Void~
Down about six feet in the hole, you notice that dirt walls surround you
on every side. Large wooden roots from the surrounding trees planted in
the area weave around in the dirt wall making random turns every few
inches. Most of the dirt is dark brown in color, but on the north wall
there is a black hole that seems to warp any molecules that come near it.
Fresh footprints in the dirt floor indicate that this hole has recently
seen visitors.
~
[Fenlyn] Random Entrance: U --> 37038
~
335151214 3 9 0
D4
hole~
hole~
10 -1 37038 10 10 5
E
footprints ground dirt~
Each footprint is of varying size. Some are only a few inches long, and
others are over a foot long. But each footprint has one thing in common.
Each leads to the void and disappears.
~
A
enter~
black hole void~
i = random( 67001, 67020 );
room = find_room( i );
if( is_fighting( ch ) )
end;
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
i = random( 67001, 67020 );
room = find_room( i );
if( players_room( room ) == 0 ) {
act_tochar( #moves, ch );
act_notchar( #ncmoves, ch );
transfer( ch, room );
end;
}
~
E
moves~
You enter the void and find yourself in another place.
~
E
ncmoves~
$n enters the void and disappears from sight.
~
!
0 0 0
-1
S
#67025
The Path of Destiny - The Beginning~
Surrounding you on three sides are some very thick, dark green bushes
that stand about seven feet tall. The soil under the shrubs is moist and
rich; bits of healthy roots arch above the ground and resturn to their
earthy abode. It is impossible to move through the hedge; you can only
follow the path to the north.
~
[Fenlyn] end result of void travel
[Fenlyn] no mobs here
[Fenlyn] code: check for players north before allowing move north.
[Celine] A hand grabs me by my head and pulls meout of the void? :P
[Fenlyn] It's the hand of God. :)
~
335151176 12 9 0
D0
~
~
0 -1 67026 10 10 5
E
roots~
The roots, although sticking up out of the ground, are very moist and
healthy looking. Each is a dark brown color and about as thick as the
branches on the brush.
~
E
bushes dark green~
The brush is a healthy dark green in color. At the tips of each leaf the
green color turns a very light shade of pink.
~
E
soil dirt ground~
The soil is very dark and moist. Planted in it are several bushes of
which some have their roots exposed.
~
A
~
~
if( players_room( find_room( 67026 ) ) >= 1 )
act_tochar( #noway, ch );
else {
if( mob_in_room( 1903, find_room( 67026 ) ) )
junk_mob( mob_in_room( 1903, find_room( 67026 ) ) );
continue;
}
~
E
noway~
Someone else is facing their destiny to the north. Wait your turn.
~
E
ent~
@MSomeone has begun the Path of Destiny.@n
~
!
3 0 1
A
cast~
summon astral blink~
act_tochar( #summ, ch );
~
E
summ~
It isn't in your destiny to cast that right now.
~
!
0 0 0
-1
S
#67026
The Path of Destiny - First Challenge~
A hard-packed dirt path runs north and south here between walls of bushes.
On the west wall, the bushes appear to be the type that produce
delectable berries, but they have been picked clean of any nourishment.
To the north, two finely-crafted stone pillars reach up to the sky
marking the north exit.
~
[Fenlyn] code: prevent summon and astral
[Merior] just one gladiator? is gonna be a twink for fighters and impossible for clerics
[Fenlyn] Challenge 1-3 mobs tested and adjusted based on beta tests.
[Celine] look wall?
[Celine] This room is flagged as underground, yet this doesnt seem to be
indoors and the terrain is road. I see nothing to indicate whether I am
inside or out.
~
335151168 12 9 0
D0
~
~
0 -1 67027 10 10 5
D2
~
~
0 -1 67025 10 10 5
E
pillars stone finely-crafted north~
Each pillar has several spirals carved into it going all the way up to as
far as your eye can focus. The spirals are so tall that they seem to
loom over you like a redwood tree. In the facing sides of the pillars
are several holes the size of copper coins.
~
E
bushes west~
The bushes contain nothing fruity to eat.
~
A
cast~
astral summon blink~
act_tochar( #summ, ch );
~
E
summ~
It isn't in your destiny to cast that right now.
~
!
0 0 0
A
~
~
if( find_stat( ch, level ) >= 93 )
continue;
else
act_tochar( #nogo, ch );
~
E
nogo~
An invisible barrier prevents you from going that way.
~
!
3 0 4
A
~
~
if( mob_in_room( 1903, room ) ) {
act_tochar( #heh, ch );
end;
}
if( players_room( find_room( 67027 ) ) >= 1 )
act_tochar( #noway, ch );
else {
if( mob_in_room( 1905, find_room( 67027 ) ) )
junk_mob( mob_in_room( 1905, find_room( 67027 ) ) );
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( find_stat( ch, dex ) < random( 18, 24 ) ) {
act_tochar( #trap, ch );
i = 20d10;
dam_message( ch, i, "the spike attack" );
inflict( ch, mob, i, "a lethal impalement" );
}
else {
act_tochar( #avoid, ch );
continue;
}
}
else {
act_tochar( #avoid2, ch );
continue;
}
}
~
E
noway~
Someone else is facing their destiny to the north. Wait your turn.
~
E
trap~
@YAs you attempt to move north, a set of very large spikes shoots towards
you from the pillars.@n
~
E
avoid~
@GAs you attempt to move north, a set of very large spikes shoots towards
you from the pillars, but you skillfully avoid them and continue north.@n
~
E
avoid2~
@GYou seem to have triggered the only booby trap as you continue north
without harm.@n
~
E
heh~
You haven't done what is required to go north yet.
~
!
3 0 1
A
~
~
if( !rflag( reset1, room ) )
set_rflag( reset1, room );
act_tochar( #loads, ch );
mob = mload( 1903, room );
if( find_stat( ch, level ) < 93 )
attack( mob, ch, 10d10, "frenzied slash" );
~
E
loads~
@eA man falls from the sky and hits the ground in front of you. Confused
as to who you are, he starts swinging at you.@n
~
!
1 0 4
-1
S
#67027
The Path of Destiny - Second Challenge~
Very tall bushes line the eastern and western sides of the path, their
branches thinning towards the north. In between the thinning bushes are
small lion statues that gradually increase in size from the south to the
north. Furthest north are a pair opposing statues of lions. Each is
twenty feet tall and depicts a lion in a ferocious-looking roar.
~
[Fenlyn] Also can be used for customs to be put in at a later date. If
custom, then can lower reset to something better. Or reagent for something.
[Fenlyn] Decided to create a custom. Scarred leather belt in theatre and lion's mane = furred belt.
[Fenlyn] vnum 2870 = heavy furred belt
[Merior] something you get from a level 55 mob shouldnt custom a level 65
object - lower what the belt does
[Fenlyn] adjusted resists according to Marek's object_affects helpfile.
[Celine] color in mload message would be good
~
335151168 12 9 0
D0
~
~
0 -1 67028 10 10 5
D2
~
~
0 -1 67026 10 10 5
E
statues lion monuments~
Each stone statue immortalizes the graceful and strong figure of a lion
as it sits except for the two taller ones. The lions on the taller
statues furthest to the north face each other and appear to be roaring.
~
A
~
~
if( find_stat( ch, level ) >= 93 )
continue;
else
act_tochar( #nogo, ch );
~
E
nogo~
An invisible barrier prevents you from going that way.
~
!
3 0 4
A
cast~
astral summon blink~
act_tochar( #summ, ch );
~
E
summ~
It isn't in your destiny to cast that right now.
~
!
0 0 0
A
~
~
if( !rflag( reset1, room ) )
set_rflag( reset1, room );
act_tochar( #loads, ch );
mob = mload( 1905, room );
if( find_stat( ch, level ) < 93 )
attack( mob, ch, 10d10, "tearing teeth" );
~
E
loads~
@eSomething comes out of hiding and attacks!@n
~
!
1 0 4
A
~
~
if( mob_in_room( 1905, room ) ) {
act_tochar( #heh, ch );
end;
}
if( players_room( find_room( 67028 ) ) >= 1 )
act_tochar( #noway, ch );
else {
if( mob_in_room( 1904, find_room( 67028 ) ) )
junk_mob( mob_in_room( 1904, find_room( 67028 ) ) );
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( find_stat( ch, con ) < random( 17, 24 ) ) {
act_tochar( #trap, ch );
i = 20d7;
dam_message( ch, i, "the loud roaring" );
inflict( ch, mob, i, "severe blood loss through the ears" );
}
else {
act_tochar( #avoid, ch );
continue;
}
}
else {
act_tochar( #avoid2, ch );
continue;
}
}
~
E
noway~
Someone else is facing their destiny to the north. Wait your turn.
~
E
trap~
@YAs you walk between the two lion statues, they each let out an
extremely loud roar directed towards your ears.
~
E
avoid~
@GAs you walk between the two lion statues, they each let out an
extremely loud roar directed towards your ears. However, your excellent
constitution allows you to block out the pain as you continue north.
~
E
avoid2~
@GYou seem to have triggered the only booby trap as you continue north
without harm.@n
~
E
heh~
You haven't done what is required to go north yet.
~
!
3 0 1
-1
S
#67028
The Path of Destiny - Third Challenge~
Healthy, dark soil makes up this part of the path. The soil is so rich
and loose that each step you take creates footprints about an inch deep.
Along the side of the path are hardened walls of dirt that reach about
ten feet into the air. The path to the north leads to a pair of hardened
dirt pillars capped with steel plating at the very top. At the base of
the western pillar is a shiny metallic panel with protruding buttons.
~
[Fenlyn] done
~
335151168 12 9 0
D0
~
~
0 -1 67029 10 10 5
D2
~
~
0 -1 67027 10 10 5
E
panel buttons metallic~
Each button on the metallic panel is raised about an inch from the
panel's surface, but there is no separation between the buttons and the
panel making it all but impossible to depress the buttons.
~
E
pillars steel plating~
The pillars appear to be of the same hard packed dirt that makes up the
western and eastern walls. Each pillar's steel tip glistens from the
celestial light in the sky.
~
A
~
~
if( find_stat( ch, level ) >= 93 )
continue;
else
act_tochar( #nogo, ch );
~
E
nogo~
An invisible barrier prevents you from going that way.
~
!
3 0 4
A
cast~
astral summon blink~
act_tochar( #summ, ch );
~
E
summ~
It isn't in your destiny to cast that right now.
~
!
0 0 0
A
~
~
if( mob_in_room( 1904, room ) ) {
act_tochar( #heh, ch );
end;
}
if( players_room( find_room( 67029 ) ) >= 1 )
act_tochar( #noway, ch );
else {
if( mob_in_room( 1906, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1906, find_room( 67029 ) ) );
if( mob_in_room( 1907, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1907, find_room( 67029 ) ) );
if( mob_in_room( 1910, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1910, find_room( 67029 ) ) );
if( mob_in_room( 1908, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1908, find_room( 67029 ) ) );
if( mob_in_room( 1909, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1909, find_room( 67029 ) ) );
if( mob_in_room( 1911, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1911, find_room( 67029 ) ) );
if( mob_in_room( 1912, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1912, find_room( 67029 ) ) );
if( mob_in_room( 443, find_room( 67029 ) ) )
junk_mob( mob_in_room( 443, find_room( 67029 ) ) );
if( mob_in_room( 444, find_room( 67029 ) ) )
junk_mob( mob_in_room( 444, find_room( 67029 ) ) );
if( mob_in_room( 453, find_room( 67029 ) ) )
junk_mob( mob_in_room( 453, find_room( 67029 ) ) );
if( mob_in_room( 454, find_room( 67029 ) ) )
junk_mob( mob_in_room( 454, find_room( 67029 ) ) );
if( mob_in_room( 1082, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1082, find_room( 67029 ) ) );
if( mob_in_room( 1833, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1833, find_room( 67029 ) ) );
if( mob_in_room( 1843, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1843, find_room( 67029 ) ) );
if( mob_in_room( 1995, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1995, find_room( 67029 ) ) );
if( mob_in_room( 1996, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1996, find_room( 67029 ) ) );
if( mob_in_room( 1997, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1997, find_room( 67029 ) ) );
if( mob_in_room( 1998, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1998, find_room( 67029 ) ) );
if( mob_in_room( 1999, find_room( 67029 ) ) )
junk_mob( mob_in_room( 1999, find_room( 67029 ) ) );
if( mob_in_room( 2000, find_room( 67029 ) ) )
junk_mob( mob_in_room( 2000, find_room( 67029 ) ) );
if( mob_in_room( 2001, find_room( 67029 ) ) )
junk_mob( mob_in_room( 2001, find_room( 67029 ) ) );
if( mob_in_room( 2002, find_room( 67029 ) ) )
junk_mob( mob_in_room( 2002, find_room( 67029 ) ) );
if( mob_in_room( 2003, find_room( 67029 ) ) )
junk_mob( mob_in_room( 2003, find_room( 67029 ) ) );
if( mob_in_room( 2004, find_room( 67029 ) ) )
junk_mob( mob_in_room( 2004, find_room( 67029 ) ) );
if( mob_in_room( 2005, find_room( 67029 ) ) )
junk_mob( mob_in_room( 2005, find_room( 67029 ) ) );
if( mob_in_room( 2006, find_room( 67029 ) ) )
junk_mob( mob_in_room( 2006, find_room( 67029 ) ) );
if( mob_in_room( 2007, find_room( 67029 ) ) )
junk_mob( mob_in_room( 2007, find_room( 67029 ) ) );
if( mob_in_room( 2008, find_room( 67029 ) ) )
junk_mob( mob_in_room( 2008, find_room( 67029 ) ) );
if( rflag( reset1, room ) ) {
remove_rflag( reset1, room );
if( find_stat( ch, int ) < random( 18, 24 ) ) {
act_tochar( #trap, ch );
i = 20d5;
dam_message( ch, i, "the electric shock" );
inflict( ch, mob, i, "electrocution" );
}
else {
act_tochar( #avoid, ch );
continue;
}
}
else {
act_tochar( #avoid2, ch );
continue;
}
}
~
E
noway~
Someone else is facing their destiny to the north. Wait your turn.
~
E
trap~
@YYou walk up to the panel and touch some of its polished metal buttons,
but as you touch the last one, you receive an electric shock.@n
~
E
avoid~
@GYou walk up to the panel and touch some of its polished metal buttons.
Nothing unusual seems to happen, so you continue north.
~
E
avoid2~
@GYou seem to have triggered the only booby trap as you continue north
without harm.@n
~
E
heh~
You haven't done what is required to touch the panel and go north.
~
!
3 0 1
A
~
~
if( !rflag( reset1, room ) )
set_rflag( reset1, room );
act_tochar( #loads, ch );
mob = mload( 1904, room );
if( find_stat( ch, level ) < 93 )
attack( mob, ch, 10d10, "muddy right hand" );
~
E
loads~
@eWhen you walk into the room, a mound of earth rises from the path and
leaps at you aggressively.
~
!
1 0 4
A
push touch~
buttons metal panel~
acode( find_room( 67028 ), 3 );
~
!
0 0 0
-1
S
#67029
The Path of Destiny - Final Challenge~
A translucent field of blue light separates this part of the path from
the room to the north. Occasionally a burst of electrical energy sparks
through the blue field indicating that it is a barrier of some kind. The
firm ground is made up of a very fine red dirt that resembles clay in
color but beach sand in texture. Just before the barrier to the north, a
small panel with many colored parts stands alone.
~
[Fenlyn] each color points to an rflag. If that rflag is false ( made
false on entering), then only that button will raise the barrier.
~
335151168 12 9 0
D0
barrier~
~
195 -1 67030 10 10 5
D2
~
~
0 -1 67028 10 10 5
E
panel colored colors~
This mechanical panel is only comprised of five unlabeled, colored
buttons. From left to right, the colors are @Rred@n, @Bblue@n, @Yyellow@n,
@Ccyan@n, and @Mmagenta@n.
~
A
~
~
if( find_stat( ch, level ) >= 93 )
continue;
else
act_tochar( #nogo, ch );
~
E
nogo~
An invisible barrier prevents you from going that way.
~
!
3 0 4
A
cast~
astral summon blink~
act_tochar( #summ, ch );
~
E
summ~
It isn't in your destiny to cast that right now.
~
!
0 0 0
A
~
~
i = 1d5;
set_rflag( reset0, room );
set_rflag( reset1, room );
set_rflag( reset2, room );
set_rflag( status0, room );
set_rflag( status1, room );
set_rflag( status2, room );
if( i == 1 ) {
if( rflag( reset0, room ) )
remove_rflag( reset0, room );
}
if( i == 2 ) {
if( rflag( reset1, room ) )
remove_rflag( reset1, room );
}
if( i == 3 ) {
if( rflag( reset2, room ) )
remove_rflag( reset2, room );
}
if( i == 4 ) {
if( rflag( status0, room ) )
remove_rflag( status0, room );
}
if( i == 5 ) {
if( rflag( status1, room ) )
remove_rflag( status1, room );
}
acode( room, 9 );
~
!
1 0 4
A
press push~
red~
act_tochar( #push1, ch );
wait( 1 );
if( !rflag( reset0, room ) ) {
act_tochar( #push2, ch );
open( room, north );
set_rflag( reset0, room );
}
else {
act_tochar( #fail, ch );
i = random( 1, 5 );
if( i == 1 )
transfer( ch, find_room( 3796 ) );
if( i == 2 )
transfer( ch, find_room( 21017 ) );
if( i == 3 )
transfer( ch, find_room( 28035 ) );
if( i == 4 )
transfer( ch, find_room( 19374 ) );
if( i == 5 )
transfer( ch, find_room( 37038 ) );
act_notchar( #arr, ch );
if( is_open( find_room( 67029 ), north ) )
close( find_room( 67029 ), north );
}
~
E
push1~
You push the @Rred@n button.
~
E
push2~
After a moment, the barrier to the north disappears.
~
E
fail~
After a moment, your surroundings fade from vision.
~
E
arr~
$n arrives in a puff of smoke.
~
!
0 0 0
A
press push~
blue~
act_tochar( #push1, ch );
wait( 1 );
if( !rflag( reset1, room ) ) {
act_tochar( #push2, ch );
open( room, north );
set_rflag( reset1, room );
}
else {
act_tochar( #fail, ch );
i = random( 1, 5 );
if( i == 1 )
transfer( ch, find_room( 3796 ) );
if( i == 2 )
transfer( ch, find_room( 21017 ) );
if( i == 3 )
transfer( ch, find_room( 28035 ) );
if( i == 4 )
transfer( ch, find_room( 19374 ) );
if( i == 5 )
transfer( ch, find_room( 37038 ) );
act_notchar( #arr, ch );
if( is_open( find_room( 67029 ), north ) )
close( find_room( 67029 ), north );
}
~
E
push1~
You push the @Bblue@n button.
~
E
push2~
After a moment, the barrier to the north disappears.
~
E
fail~
After a moment, your surroundings fade from vision.
~
E
arr~
$n arrives in a puff of smoke.
~
!
0 0 0
A
press push~
yellow~
act_tochar( #push1, ch );
wait( 1 );
if( !rflag( reset2, room ) ) {
act_tochar( #push2, ch );
open( room, north );
set_rflag( reset2, room );
}
else {
act_tochar( #fail, ch );
i = random( 1, 5 );
if( i == 1 )
transfer( ch, find_room( 3796 ) );
if( i == 2 )
transfer( ch, find_room( 21017 ) );
if( i == 3 )
transfer( ch, find_room( 28035 ) );
if( i == 4 )
transfer( ch, find_room( 19374 ) );
if( i == 5 )
transfer( ch, find_room( 37038 ) );
act_notchar( #arr, ch );
if( is_open( find_room( 67029 ), north ) )
close( find_room( 67029 ), north );
}
~
E
push1~
You push the @Yyellow@n button.
~
E
push2~
After a moment, the barrier to the north disappears.
~
E
fail~
After a moment, your surroundings fade from vision.
~
E
arr~
$n arrives in a puff of smoke.
~
!
0 0 0
A
press push~
cyan~
act_tochar( #push1, ch );
wait( 1 );
if( !rflag( status0, room ) ) {
act_tochar( #push2, ch );
open( room, north );
set_rflag( status0, room );
}
else {
act_tochar( #fail, ch );
i = random( 1, 5 );
if( i == 1 )
transfer( ch, find_room( 3796 ) );
if( i == 2 )
transfer( ch, find_room( 21017 ) );
if( i == 3 )
transfer( ch, find_room( 28035 ) );
if( i == 4 )
transfer( ch, find_room( 19374 ) );
if( i == 5 )
transfer( ch, find_room( 37038 ) );
act_notchar( #arr, ch );
if( is_open( find_room( 67029 ), north ) )
close( find_room( 67029 ), north );
}
~
E
push1~
You push the @Ccyan@n button.
~
E
push2~
After a moment, the barrier to the north disappears.
~
E
fail~
After a moment, your surroundings fade from vision.
~
E
arr~
$n arrives in a puff of smoke.
~
!
0 0 0
A
press push~
magenta~
act_tochar( #push1, ch );
wait( 1 );
if( !rflag( status1, room ) ) {
act_tochar( #push2, ch );
open( room, north );
set_rflag( status1, room );
}
else {
act_tochar( #fail, ch );
i = random( 1, 5 );
if( i == 1 )
transfer( ch, find_room( 3796 ) );
if( i == 2 )
transfer( ch, find_room( 21017 ) );
if( i == 3 )
transfer( ch, find_room( 28035 ) );
if( i == 4 )
transfer( ch, find_room( 19374 ) );
if( i == 5 )
transfer( ch, find_room( 37038 ) );
act_notchar( #arr, ch );
if( is_open( find_room( 67029 ), north ) )
close( find_room( 67029 ), north );
}
~
E
push1~
You push the @Mmagenta@n button.
~
E
push2~
After a moment, the barrier to the north disappears.
~
E
fail~
After a moment, your surroundings fade from vision.
~
E
arr~
$n arrives in a puff of smoke.
~
!
0 0 0
A
~
~
act_tochar( #light, ch );
if( find_stat( ch, level ) >= 80 ) {
if( class( ch ) == mage )
mob = mload( 1906, room );
if( class( ch ) == warrior )
mob = mload( 1907, room );
if( class( ch ) == ranger )
mob = mload( 1908, room );
if( class( ch ) == cleric )
mob = mload( 1909, room );
if( class( ch ) == paladin )
mob = mload( 1910, room );
if( class( ch ) == monk )
mob = mload( 1911, room );
if( class( ch ) == thief )
mob = mload( 1912, room );
if( find_stat( ch, level ) < 92 )
attack( mob, ch, 1d4, "surprise attack" );
continue;
}
if( find_stat( ch, level ) >= 75 ) {
if( class( ch ) == mage )
mob = mload( 2000, room );
if( class( ch ) == warrior )
mob = mload( 443, room );
if( class( ch ) == ranger )
mob = mload( 1843, room );
if( class( ch ) == cleric )
mob = mload( 2003, room );
if( class( ch ) == paladin )
mob = mload( 1997, room );
if( class( ch ) == monk )
mob = mload( 2006, room );
if( class( ch ) == thief )
mob = mload( 454, room );
if( find_stat( ch, level ) < 92 )
attack( mob, ch, 1d4, "surprise attack" );
continue;
}
if( find_stat( ch, level ) >= 70 ) {
if( class( ch ) == mage )
mob = mload( 2001, room );
if( class( ch ) == warrior )
mob = mload( 444, room );
if( class( ch ) == ranger )
mob = mload( 1995, room );
if( class( ch ) == cleric )
mob = mload( 2004, room );
if( class( ch ) == paladin )
mob = mload( 1998, room );
if( class( ch ) == monk )
mob = mload( 2007, room );
if( class( ch ) == thief )
mob = mload( 1082, room );
if( find_stat( ch, level ) < 92 )
attack( mob, ch, 1d4, "surprise attack" );
continue;
}
if( find_stat( ch, level ) >= 60 ) {
if( class( ch ) == mage )
mob = mload( 2002, room );
if( class( ch ) == warrior )
mob = mload( 453, room );
if( class( ch ) == ranger )
mob = mload( 1996, room );
if( class( ch ) == cleric )
mob = mload( 2005, room );
if( class( ch ) == paladin )
mob = mload( 1999, room );
if( class( ch ) == monk )
mob = mload( 2008, room );
if( class( ch ) == thief )
mob = mload( 1833, room );
if( find_stat( ch, level ) < 92 )
attack( mob, ch, 1d4, "surprise attack" );
continue;
}
~
E
light~
@eA burst of @Bblue@n@e energy fills the room and converges to the center
forming a being that looks exactly like you.@n
~
!
0 0 0
A
look~
mirror image~
if( mob_in_room( 1906, room ) ) {
interpret( ch, "qlook self" );
end;
}
if( mob_in_room( 1907, room ) ) {
interpret( ch, "qlook self" );
end;
}
if( mob_in_room( 1908, room ) ) {
interpret( ch, "qlook self" );
end;
}
if( mob_in_room( 1909, room ) ) {
interpret( ch, "qlook self" );
end;
}
if( mob_in_room( 1910, room ) ) {
interpret( ch, "qlook self" );
end;
}
if( mob_in_room( 1911, room ) ) {
interpret( ch, "qlook self" );
end;
}
if( mob_in_room( 1912, room ) ) {
interpret( ch, "qlook self" );
end;
}
act_tochar( "You don't see that here.", ch );
~
!
0 0 0
-1
S
#67030
Destiny's End~
A singular beam of light shines down on the end of the path you have
traveled. Several trees prevent any further travel along the path; their
branches are tightly interwoven into a mess of wood and leaves. In the
center of the room lies a simple wooden chest.
~
[Fenlyn] Also location of Florian's 80+ font
~
335151179 12 9 0
D2
barrier~
barrier~
195 -1 67029 10 10 5
E
beam light~
The light beam comes straight down out of the sky and appears to be
focused on the chest in the center of the room.
~
E
trees branches~
The tightly spaced trees appear to be of the Vaasan oakenwood variety.
The foliage is a dark shade of green, and there are very few dead leaves
on the ground.
~
A
~
~
if( find_stat( ch, level ) >= 93 )
continue;
else
act_tochar( #nogo, ch );
~
E
nogo~
An invisible barrier prevents you from going that way.
~
!
3 0 4
A
~
~
if( is_open( room, south ) ) {
obj_to_char( oload( 14 ), ch );
interpret( ch, "mail Path of Destiny Completion" );
interpret( ch, "mail send Fenlyn" );
close( room, south );
act_room( #closes, ch );
}
~
E
closes~
A barrier asserts itself to the south.
~
!
1 0 4
A
cast~
summon astral blink~
acode( find_room( 67029 ), 2 );
~
!
0 0 0
2703 49 1509949540 -2 0
2 81 1509949530 -2 0
2 81 1509949520 -2 0
2 81 1509949510 -2 0
2 81 1509949500 -2 0
2 81 1509949490 -2 0
2 81 1509949480 -2 0
2 81 1509949470 -2 0
2 81 1509949460 -2 0
2 81 1509949450 -2 0
2 81 1509949450 -2 0
2 81 1509949540 -2 0
2 81 1509949540 -2 0
2 81 1509949540 -2 0
2 81 1509949540 -2 0
2 81 1509949540 -2 0
2 81 1509949540 -2 0
2 81 1509949540 -2 0
2 81 1509949540 -2 0
2 81 1509949540 -2 0
2 81 1509949540 -2 0
3 65 1509949465 -2 0
8 65 1509949465 -2 0
3 64 1509949465 -2 0
7 64 1509949465 -2 0
16 80 1509949540 -2 0
77 81 1509949490 -2 0
2 65 1509949530 -2 0
2 65 1509949530 -2 0
2 65 1509949530 -2 0
38 81 1509949490 -2 0
2976 81 1509949540 -2 0
1624 81 1509949540 -2 27
2845 81 1509949445 -2 0
-1
S
#0