Manual:Zone Manual/The Reset Section/The complete dragon station
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The complete dragon station
#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}; //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.&You 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.&You 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 %mobiles bldragon title "a black dragon" descr "A big ugly black dragon is clawing the ground here." names {"big ugly black dragon","ugly black dragon","big black dragon", "black dragon","dragon"} extra {} "The black dragons scales glitter like black granite that has been polished for years by water. He has a large neck and huge bat like wings. his eyes watch you as you stand before him. One claw seems to be tapping slightly on the ground as if the dragon is waiting for something." extra {"eye","eyes"} "The dragons eyes seem to follow you no matter where you go in the room nothing seems to escape the dragons attention." extra {"claws","claw"} "The claw is big black and it looks very deadly. It seems like the dragon has two sets of 4 large claws and 2 sets of 4 smaller claws which to say means the claws are about the size of short swords and long swords." extra {"scales","scale"} "Its a scale! Haven't you ever seen a dragon before!" extra {"bat wings","wings"} "The dragon sees you looking and flaps his wings creating one heck of a wind blast." M_DRAGON_BLACK_OLD(SEX_MALE) end janitor names {"ugly janitor", "janitor", "hobgoblin"} title "an ugly janitor" descr "an ugly janitor is walking around, cleaning up." extra{} "This ugly green thing looks more goblin than hobgoblin but he seems intent on cleaning everything around him." M_AVG_HOBGOBLIN(6, SEX_MALE) // he is sort of good for cleaning so much alignment 900 //give him some money money 5 IRON_PIECE dilcopy janitors@function(15); // only want him cleaning the station dilcopy wander_zones@function("dragonst", 20, 1, 1); end bob names {"Bob"} title "Bob" descr "Bob the Banker is here, sitting behind the counter." extra {} "He has a very serious look on his face." // define from composed.h M_SHOP_KEEPER(4, SEX_MALE, RACE_HUMAN) //discourage people from killing banker exp -500 flags {UNIT_FL_NO_TELEPORT} special SFUN_BANK end %objects info_board title "a merchant information board" descr "A merchant information Board is mounted on a wall here." names {"merchant information board","information board","merchant board","board"} extra {} "A large flashy black steal board." MATERIAL_METAL("A very fine quality black steel") type ITEM_BOARD dilcopy board@boards("info","","rem_res@boards","",100); end w_stiletto title "a stiletto" names {"deadly looking stiletto","deadly stiletto","stiletto", "dagger"} descr "A deadly looking stiletto has been left here." MATERIAL_METAL("A very fine quality steel") manipulate {MANIPULATE_TAKE, MANIPULATE_WIELD} WEAPON_DEF(WPN_DAGGER, 1, 2) weight 2 cost 2 GOLD_PIECE rent 1 COPPER_PIECE SKILL_TRANSFER(SKI_BACKSTAB, 2) dilcopy abi_restrict@function (ABIL_DEX,10,0,25,""); extra{} "This looks like a thieves dream come true. " extra {"$identify"} "The stiletto looks magical in nature and seems really sharp. You can tell if you wield it you would be able to backstab someone really easy." extra{"$improved identify"} "The stiletto gives you a magical bonus of +1 and has a quality of +2. It also raises your back stabbing skill by 2%. You have to have at least 10% in dex before you can wield this magical weapon." end wpn_locker title "a weapons locker" names {"weapons locker","weapon locker","locker"} descr "a small weapons locker hangs on the wall here." manipulate {MANIPULATE_ENTER} CONTAINER_DEF(500) open {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED} weight 400 MATERIAL_METAL("A very fine quality steel") extra {} "It is an ordinary weapons locker that looks like it holds any illegal weapons that are taken on the station." end pol_plate names {"polished breast plate","polished plate","breast plate","plate"} title "a polished breast plate" descr "A polished breast plate has been left here." extra{} "This is one shiny plate it seems to be made out of one perfect piece of metal. There doesn't even seem to be any markings of owner ship." manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_PLATE(5,9) MATERIAL_METAL("A high luster silver colored metal") manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_BODY} ARMOUR_DEF(ARM_PLATE,5,9) dilcopy abi_restrict@function (ABIL_STR,40,0,25,""); cost 2 GOLD_PIECE rent 3 COPPER_PIECE weight 25 extra{"$identify"} "This is a high quality plate with a magical feeling." extra{"$improved identify"} "The plate has a magical bonus to your defence of a +5 and a quality of +9. You need 40% in strength to be able to wear it." end liq_ration names {"red bag", "bag", "wine"} title "a red bag" descr "A red bag has been gently placed here." MATERIAL_ORGANIC("a soft plastic") manipulate {MANIPULATE_TAKE} LIQ_WINE(1,2,2,0) cost 2 IRON_PIECE extra {} "A small label reads Tassel Grove's finest. Year 321" extra {"$identify"} "Its the special wine from Tassel grove a small halfling village on the planet Valhalla. It seems like a great vintage wine." end beef_stick title "a tough leathery stick" descr "A tough leathery looking stick is laying here." names {"tough leathery stick","tough leather stick","leathery stick", "leather stick","tough stick","stick"} extra {} "This has the word BEEF burnt into it." manipulate {MANIPULATE_TAKE} FOOD_DEF(5,0) weight 1 cost 1 COPPER_PIECE MATERIAL_ORGANIC("tough beef") end maskwa names {"maskwa platinum ring", "platinum ring","maskwa ring","maskwa","ring"} title "a Maskwa ring" descr "A Maskwa platinum ring is laying here." MATERIAL_METAL("Platinum, and other precious metals") extra {} "The ring has a large bear head. Could this be the legendary head of Maskwa? Any thing formed with its head on it is said to strengthen the wearer." type ITEM_WORN manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_FINGER} cost 100 COPPER_PIECE rent 50 IRON_PIECE weight 1 STR_TRANSFER(+1) end %reset //Office door reset door hallway EAST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED} door office WEST {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED} //secret door reset door office SOUTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED,EX_HIDDEN} door portal_room NORTH {EX_OPEN_CLOSE, EX_CLOSED,EX_LOCKED} load info_board into chamber load wpn_locker into office { load w_stiletto } load bob into office { equip pol_plate WEAR_BODY } load janitor into chamber { equip pol_plate WEAR_BODY } random 50 { load bldragon { load maskwa } } %end