Difference between revisions of "Manual:Zone Manual/The Room Section/Putting the rooms together"
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(Created page with "=== Putting the rooms together === Using all you have learned so far and putting it all together into one zone. You end up with a very interesting space station with some...") |
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keyword {"air lock door","air lock","door"} | keyword {"air lock door","air lock","door"} | ||
open {EX_OPEN_CLOSE, EX_CLOSED}; | open {EX_OPEN_CLOSE, EX_CLOSED}; | ||
− | |||
− | |||
south to portal_room descr | south to portal_room descr | ||
"You see what looks to be a portal room." | "You see what looks to be a portal room." | ||
keyword {"air lock door","air lock","staff","door"} | keyword {"air lock door","air lock","staff","door"} | ||
key nokey | key nokey | ||
− | open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN}; | + | open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN} |
+ | difficulty 10; | ||
end | end | ||
Line 159: | Line 158: | ||
keyword {"air lock door","air lock","door"} | keyword {"air lock door","air lock","door"} | ||
key nokey | key nokey | ||
− | open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED}; | + | open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED} |
+ | difficulty 10;; | ||
//A link to the portal is also here from room_port | //A link to the portal is also here from room_port | ||
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%end</nowiki> | %end</nowiki> | ||
+ | |||
+ | <div style='padding-top: 30px; padding-bottom: 20px; text-align: left;float:left;width:50%;'>[[Manual:Zone_Manual/The_Room_Section/A_more_complex_set_of_rooms|Previous: A more complex set of rooms]]</div> | ||
+ | <div style='padding-top: 30px; padding-bottom: 20px; text-align: right;float:right;width:50%;'>[[Manual:Zone_Manual/The_Room_Section/Suggested_room_exercises|Next: Suggested room exercises]]</div> |
Latest revision as of 19:04, 31 May 2020
Putting the rooms together
Using all you have learned so far and putting it all together into one zone. You end up with a very interesting space station with some secret rooms and traps.. The full zone all together looks like this.
#include <composed.h> %zone dragonst lifespan 20 reset RESET_ANYHOW creators {"whistler"} notes "This is the dragon station I shortened it to dragonst for ease in loading. If you have any questions email me at whistler@valhalla.com" help "Not sure what could help you now. You are stuck on one of the weirdest space stations you have ever seen and you smell burning sulfur." %rooms chamber title "The middle chamber of the station" descr "This chamber seems to have the entire station rotating around it. It is unbelievably large the ceiling seems to be a good 200 meeters high and the room is perfectly cubic. Small human size ornate chairs with dragon designs scrawled on the arms and back are arranged in a triangle like setting with one large chair at the front. This must be where all station meetings are held. large pictures cover the walls depicting dragons in all kinds of situations. large passages lead of to the west and the east.." extra {"chair","chairs"} "The chairs are made of some metal you don't recognize and every inch is covered with some kind of dragon." extra {"dragon picture","picture"} "Thousands of dragons dot the skies of this rather life like picture. In the center you see something move. It looks to be a little green dragon." extra{"green dragon","dragon","green"} "An intellegence looking dragon is sitting perched on a large chair watching you." movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} west to disposal_room descr "You see a small room."; east to hallway descr "You see what looks to be a hallway."; end hallway title "Module tunnel" descr "The hallway is about 50 meters long and around 100 meters from side to side and top to bottom. The hallway seems to be dust free. The walls and the floors seem to be made out of the same sterile metal-plastic that all space agencies uses. There are large plate glass windows that open up into space. The hallway is filled with a dim light that seems to come from everywhere yet no where all at once. You notice a glimmer of bright light coming from the windows. To the east you see an air lock and to the west the hallway opens up into a larger room." extra {"windows","window"} "Your eyes are drawn to a large ship lit up with running lights sitting about 1 kilometer from the station." extra{"floor","walls","wall"} "Well what can be said it looks to be in perfect condition. what else would you want to know?" extra {"large ship" ,"ship"} "The ship looks really big and is shaped like a dragon. The scales sparkle and seem to be multiple colors." movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} west to chamber descr "The hallway opens up into a chamber."; east to office descr "You see what looks to be an office." keyword {"air lock door","air lock","door"} open {EX_OPEN_CLOSE, EX_CLOSED}; end office title "The station office" descr "Large paintings fill the walls of this part of the station. The room is as large as the other rooms big enough for Dragons to lounge while still having a desk in one corner small enough for a humanoid. The floor along the north wall is lined with some kind of fabric and seems very soft to walk on, it may be some kind of dragon lounge judging by how large an area it covers. There is a passage to the west." movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} extra {"paintings","painting"} "The paintings are of many dragons and riders in all kinds of tasks from combat to look out. All the figures seem to be staring at a staff being held by a depiction of a wizard on the south wall." extra {"wizard","staff"} "The wizard has his hand stretched out and it seems there is a place you can almost grab the staff. Maybe if you searched the staff you would find it." extra {"desk"} "Its a desk alright but there doesn't seem to be any drawers and it seems totally empty." extra{"fabric"} "Wussshhhhh you bound across the comfortable floor wasn't that fun." west to hallway descr "You see what looks to be a hallway." keyword {"air lock door","air lock","door"} open {EX_OPEN_CLOSE, EX_CLOSED}; south to portal_room descr "You see what looks to be a portal room." keyword {"air lock door","air lock","staff","door"} key nokey open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN} difficulty 10; end portal_room title "Green field room" descr "Like the other rooms on the station this one is large enough for dragons to comfortably fit in. The strange thing about this room though is it is totally empty except for a green field right in the center. there is a door that leads to another room to the north." movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} extra {"green field","field"} "The field looks to be a green fog shifting and churning as you watch. if you are nuts you could probably enter it." north to office descr "You see what looks to be an office." keyword {"air lock door","air lock","door"} key nokey open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED} difficulty 10;; //A link to the portal is also here from room_port end ship_port names{"green field", "field"} title "Green field" descr "Green Mist swirls about you." movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} in ship dilcopy force_move@function( //Time to activation 4, //room and act "portal_room@dragonst!You feel your body dissolving for lack of a better description.&nYou appear on the deck of a ship.", //True or False for randomizing or not FALSE); end room_port names{"green field", "field"} title "Green field" descr "Green Mist swirls about you." movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} in portal_room dilcopy force_move@function( //Time to activation 4, //room and act "ship@dragonst!You feel your body dissolving for lack of a better description.&nYou appear on the deck of a ship.", //True or False for randomizing or not FALSE); end disposal_room title "Red field room" descr "Like the other rooms on the station this one is large enough for dragons to comfortably fit in. The strange thing about this room though is it is totally empty except for a red field right in the center. there is a door that leads to another room to the east." movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} extra {"red field","field"} "The field looks to be a red fog shifting and churning as you watch. if you are nuts you could probably enter it." east to chamber descr "You see the main chamber."; //A link to the portal is also here from dis_port end dis_port names {"red field","field"} title "Red field" descr "Red Mist swirls about you." movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} dilcopy force_move@function( //how fast to force move in seconds 4, //room to force move to and act "deathspace@dragonst!You feel your body dissolving for lack of a better description.", //true or false random move or not 0); in disposal_room end ship title "War dragon" descr "Blue light softly glows from con duets that line the walls of this ship. The floors beside the east and west wall have what looks to be soft fabric covering. The south wall has small controls that seem to be made for humanoids with two small chairs that look to be pilot seats. view portals are about 50 meters up the side of the ship on the west and east wall and some kind of electronic screen covers the south wall. The ship seems to be a one room ship but there is a green field by the north wall." movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} extra {"view port"} "Sorry your not 50 meters tall maybe it is made for a dragon?" extra {"view screen","screen"} "It seems to be the pilots view screen but you can't seem to see a way to turn it on." extra {"controls","control"} "The controls are in some weird language and your afraid if you start pushing buttons you might rocket in to the station or worse slam into a planet." extra {"soft fabric","fabric"} "It looks to be a dragon lounge area." //A link to the portal is also here from ship_port end deathspace title"Open space" descr "You see the ship and the station far off in the distance and you are in Space!" movement SECT_INSIDE ALWAYS_LIGHT flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS} dilcopy death_room@function ( //how often is damage done 4 would be 1 second 4, //damage 400, //act for the damage. "You realize to late that was the trash disposal transporter and you feel your lungs explode."); end %end