Magically create sticks for throwing to the BHB
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4 changed files with 154 additions and 39 deletions
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@ -8,6 +8,7 @@ Use the ObjectParent class to implement common features for *all* entities
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with a location in the game world (like Characters, Rooms, Exits).
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with a location in the game world (like Characters, Rooms, Exits).
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"""
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"""
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# from evennia.objects.objects import DefaultObject
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from evennia.contrib.rpg.rpsystem.rpsystem import ContribRPObject
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from evennia.contrib.rpg.rpsystem.rpsystem import ContribRPObject
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from evennia.utils import delay
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from evennia.utils import delay
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# from evennia.utils import delay, logger, search
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# from evennia.utils import delay, logger, search
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@ -27,6 +28,7 @@ class ObjectParent:
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return "\n"
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return "\n"
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# class Object(ObjectParent, DefaultObject):
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class Object(ObjectParent, ContribRPObject):
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class Object(ObjectParent, ContribRPObject):
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"""
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"""
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This is the root Object typeclass, representing all entities that
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This is the root Object typeclass, representing all entities that
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@ -11,10 +11,11 @@ Rather, each script tends to inherit from the base Script class and
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just overloads its hooks to have it perform its function.
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just overloads its hooks to have it perform its function.
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"""
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"""
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from evennia.scripts.scripts import DefaultScript
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from enum import Enum
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from evennia.utils import logger
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from typeclasses.characters import Character
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from evennia.scripts.scripts import DefaultScript
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from evennia.prototypes.spawner import spawn
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from evennia.utils import logger
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class Script(DefaultScript):
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class Script(DefaultScript):
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@ -107,7 +108,7 @@ class KnockScript(Script):
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"""
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"""
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A script to wake the dead.
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A script to wake the dead.
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"""
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"""
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def at_start(self):
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def at_start(self, **kwargs):
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knocker = self.attributes.get("knocker")
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knocker = self.attributes.get("knocker")
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if knocker:
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if knocker:
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room = knocker.global_search(self.attributes.get("room"))
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room = knocker.global_search(self.attributes.get("room"))
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@ -118,8 +119,29 @@ class KnockScript(Script):
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if god:
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if god:
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god.msg(f"With your seer stone, you see the knocker is {knocker.key}.")
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god.msg(f"With your seer stone, you see the knocker is {knocker.key}.")
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def at_repeat(self):
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def at_repeat(self, **kwargs):
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waker = self.attributes.get("waker")
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waker = self.attributes.get("waker")
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if waker:
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if waker:
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waker.knocked_timed_out()
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waker.knocked_timed_out()
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self.stop()
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self.stop()
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class CreateSticks(Script):
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"""
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Script to create sticks.
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"""
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def at_repeat(self, **kwargs):
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woods = self.attributes.get("destination")
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results = woods.search('stick')
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if results and len(results) > 0 and results[0].location == woods:
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pass
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else:
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stick = spawn({
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"typeclass": "typeclasses.things.Stick",
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"key": "stick",
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"desc": """Its brown and sticky.
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Well, by sticky, we mean, wizardly-sticky...an absolutely amazing looking stick...definitely a wizardly stick.""",
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})[0]
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stick.location = woods
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@ -32,7 +32,7 @@ MSGS = {
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"\"You can also |glook trees|n, |glook moss|n, or … well, you get the idea,\" it says.",
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"\"You can also |glook trees|n, |glook moss|n, or … well, you get the idea,\" it says.",
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],
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],
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"LOOKAT": [
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"LOOKAT": [
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"\"You seem to be getting the hang of this game,\" chirps the bird. \"When you typed |glook|n before, you noticed exits. These are directions or places you can go. For instance, if you type |gsouth|n (or just |gs|n as a shortcut), you can check out our pond where you can catch obnoxious fish.\"",
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"\"You seem to be getting the hang of this game,\" chirps the bird. \"When you typed |glook|n before, you noticed exits. These are directions or places you can go. For instance, if you type |gsouth|n (or just |gs|n as a shortcut), you can check out the sea where you can catch obnoxious fish.\"",
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"\"The path to the |geast|n is the meadow of the BHB, the Big Hairy Beast,\" the little bird on your shoulder says. \"It's adorable if you can find it. The path to the |gwest|n leads to Dabbler's place.\"",
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"\"The path to the |geast|n is the meadow of the BHB, the Big Hairy Beast,\" the little bird on your shoulder says. \"It's adorable if you can find it. The path to the |gwest|n leads to Dabbler's place.\"",
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"\"Yes, I could fly myself,\" warbles the little bird, \"but I'm trying to help you get around.\"",
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"\"Yes, I could fly myself,\" warbles the little bird, \"but I'm trying to help you get around.\"",
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"The bird looks at you expectantly.",
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"The bird looks at you expectantly.",
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@ -124,7 +124,7 @@ nick meadow = ^fly Frog Meadow
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# [[file:../../../projects/mud.org::*The Forest][The Forest:2]]
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# [[file:../../../projects/mud.org::*The Forest][The Forest:2]]
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@desc here = A giant, moss-covered boulder stands among immense trees that etch the sky and slice the clouds in the <evening>darkening twilight</evening><morning>awakening dawn</morning><afternoon>lazy afternoon</afternoon><night>night sky</night>. Since it is <morning>morning, you can hear the dawn chorus of birds</morning><afternoon>afternoon, you can hear the buzzing of insects around giant colorful flowers</afternoon><evening>evening, you can hear much as most of the forest creatures are settling down for the night</evening><night>night, you can hear crickets and an occassional owl</night>. A footpath winds around the giant, moss-covered tree roots to the East and West. To the south, a dock lounges on a large pond.
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@desc here = A giant, moss-covered boulder stands among immense trees that etch the sky and slice the clouds in the <evening>darkening twilight</evening><morning>awakening dawn</morning><afternoon>lazy afternoon</afternoon><night>night sky</night>. As <morning>morning, you can hear the dawn chorus of birds</morning><afternoon>afternoon, you can hear the buzzing of insects around giant colorful flowers</afternoon><evening>evening, you can't hear much as most of the forest creatures are settling down for the night</evening><night>night, you can hear crickets and an occassional owl</night>. A footpath winds around the giant, moss-covered tree roots to the East and West. To the south, a dock juts into a lavender sea.
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# The Forest:2 ends here
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# The Forest:2 ends here
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@ -167,7 +167,7 @@ nick meadow = ^fly Frog Meadow
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# [[file:../../../projects/mud.org::*Puddles][Puddles:2]]
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# [[file:../../../projects/mud.org::*Puddles][Puddles:2]]
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@desc puddle = A large puddle formed from a recent rainshower, invites you to shed your years and jump in and splash around to reconnect with your youth.
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@desc puddle = A large puddle, formed from a recent rain shower, invites you to shed your years and jump in and splash around to reconnect with your youth.
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# Puddles:2 ends here
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# Puddles:2 ends here
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@ -186,22 +186,14 @@ nick meadow = ^fly Frog Meadow
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# [[file:../../../projects/mud.org::*Sticks][Sticks:1]]
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# [[file:../../../projects/mud.org::*Sticks][Sticks:1]]
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@create/drop stick : typeclasses.things.Stick
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py timed_script = evennia.create_script(key="Create Sticks",
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typeclass='typeclasses.scripts.CreateSticks',
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interval=86800, # more than a day
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start_delay=False, # wait interval before first call
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autostart=True,
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attributes=[("destination", here)] )
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# Sticks:1 ends here
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# Sticks:1 ends here
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# And the description … perhaps this could change for every stick?
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# [[file:../../../projects/mud.org::*Sticks][Sticks:2]]
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@desc stick = Its brown and sticky.
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Well, by sticky, we mean, stick-like.
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Maybe, by sticky, we mean, wizardly-sticky...an absolutely amazing looking stick...definitely a wizardly stick.
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# Sticks:2 ends here
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# Boulder
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# Boulder
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# More details about the room that describes aspects of the boulder in the =desc= above. First, the symbol:
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# More details about the room that describes aspects of the boulder in the =desc= above. First, the symbol:
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@ -393,7 +385,7 @@ Wait! You notice a foot hold, and then another. You can |gclimb|n this boulder!
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# [[file:../../../projects/mud.org::*Field][Field:6]]
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# [[file:../../../projects/mud.org::*Field][Field:6]]
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@desc here = A large waterfall cascades on the far side of this meadow creating a stream that meanders through the tall grass and large yellow flowers. They nod their heads to you as you pass by in the <evening>darkening twilight</evening><morning>awakening dawn</morning><afternoon>lazy afternoon</afternoon><night>night sky</night>. A gap in the trees show how you can return to the footpath in the forest.
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@desc here = A large waterfall cascades on the far side of this meadow creating a stream that meanders through the tall grass and large yellow flowers. They nod their <night>sleepy</night> heads to you as you pass by in the <evening>darkening twilight</evening><morning>awakening dawn</morning><afternoon>lazy afternoon</afternoon><night>dark night</night>. A gap in the trees show how you can return to the footpath in the forest.
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# Field:6 ends here
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# Field:6 ends here
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@ -427,7 +419,7 @@ Wait! You notice a foot hold, and then another. You can |gclimb|n this boulder!
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# [[file:../../../projects/mud.org::*Field][Field:10]]
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# [[file:../../../projects/mud.org::*Field][Field:10]]
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@detail frog;frogs = Cute little guys with their big black eyes. Too quick to catch.
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@detail frog;frogs = Cute little guys with their big black eyes and tiny gold crowns. Too quick to catch.
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# Field:10 ends here
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# Field:10 ends here
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# Waterfall
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# Waterfall
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@ -457,6 +449,10 @@ Wait! Is there a large cave entrance hidden behind the water?
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@set waterfall/hidden_tag = "hidden_cave"
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@set waterfall/hidden_tag = "hidden_cave"
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# Waterfall:3 ends here
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# Waterfall:3 ends here
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# [[file:../../../projects/mud.org::*Waterfall][Waterfall:4]]
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@detail pool = A pool of cool, clear water.
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# Waterfall:4 ends here
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# The Lair of the Beast
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# The Lair of the Beast
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# To create a place for our big, hairy beast to sleep, first jump to the Meadow:
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# To create a place for our big, hairy beast to sleep, first jump to the Meadow:
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@ -742,16 +738,13 @@ Nope. Too tall, and just as well. It does not smell very good.
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#
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#
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@set beast/pet_interested_response = "It keeps its distance, but seems curious about <you>."
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@set beast/pet_interested_response = "It keeps its distance, but seems curious about <you>."
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#
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#
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@set beast/pet_friendly_response = "
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@set beast/pet_friendly_response = "The << big, ^ huge, ^ large, ^ tremendous, ^ >> << hairy ^ slobbery ^ horned ^ clawed ^ >> << brute ^ beast ^ monster>> << flops ^ rolls >> over << in the grass ^>> as <(you ^ {0} )> <( give ^ gives )> it belly rubs.. ;; The << big, ^ huge, ^ large, ^ tremendous, ^ >> << hairy ^ slobbery ^ horned ^ clawed ^ >> << brute ^ beast ^ monster>> << flops ^ rolls >> over << in the grass ^>> as <(you ^ {0} )> <( rub ^ rubs )> its belly.. ;; <(You ^ {0} )> <( pet ^ pets )> the << big, ^ huge, ^ large, ^ tremendous, ^ >> << hairy ^ slobbery ^ horned ^ clawed ^ >> << brute ^ beast ^ monster>> .. ;; <(You ^ {0} )> <( scratch ^ scratches )> the << nose ^ ears >> of the << big, ^ huge, ^ large, ^ tremendous, ^ >> << hairy ^ slobbery ^ horned ^ clawed ^ >> << brute ^ beast ^ monster>> .. ;; The << big, ^ huge, ^ large, ^ tremendous, ^ >> << hairy ^ slobbery ^ horned ^ clawed ^ >> << brute ^ beast ^ monster>> leans forward as <(you ^ {0} )> <( scratch ^ scratches )> its nose.."
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<You> pet the << big, hairy ^ >> beast.
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"
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#
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#
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@set beast/pet_scared_response = "
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@set beast/pet_ecstatic_response = "While << excited ^ ecstatic ^ squirmy >>, the << big, ^ huge, ^ large, ^ tremendous, ^ >> << hairy ^ slobbery ^ horned ^ clawed ^ >> << brute ^ beast ^ monster>> << lays ^ gets >> down so you can << pet ^ scratch >> << the top of its head ^ the back of its neck ^ its nose ^ the sides of its face >>. It closes its eyes and purrs.. ;; << The squirmy little devil. ^ >> <( You ^ {0} )> << can ^ >> << barely ^ hardly >> scratch the << nose ^ ears ^ neck ^ top of the head >> of the << big, ^ huge, ^ large, ^ tremendous, ^ >> << hairy ^ slobbery ^ horned ^ clawed ^ >> << brute ^ beast ^ monster>> as it << squirms around ^ wriggles it backend >>. It << can hardly ^ can't >> contain its excitement. ;; The << big, ^ huge, ^ large, ^ tremendous, ^ >> << hairy ^ slobbery ^ horned ^ clawed ^ >> << brute ^ beast ^ monster>> wriggles around before << flopping ^ rolling >> over << in the grass ^>> as <(you ^ {0} )> <( give ^ gives )> it belly rubs. ;; The << big, ^ huge, ^ large, ^ tremendous, ^ >> << hairy ^ slobbery ^ horned ^ clawed ^ >> << brute ^ beast ^ monster>> wriggles and squirms excitedly before it << flops ^ rolls >> over << in the grass ^>> as <(you ^ {0} )> <( rub ^ rubs )> its belly."
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"
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# Beast:21 ends here
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# Beast:21 ends here
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# The Dock
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# The Dock
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# The dock leads out into the large pond. The break in the trees lets you see the sky. Looks like a nice place to relax.
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# The dock leads out into a strange sea. The break in the trees lets you see the sky. Looks like a nice place to relax.
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# Return to the Forest:
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# Return to the Forest:
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@ -760,13 +753,15 @@ Nope. Too tall, and just as well. It does not smell very good.
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# The Dock:1 ends here
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# The Dock:1 ends here
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# And tunnel to the pond:
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# And tunnel to the dock:
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# [[file:../../../projects/mud.org::*The Dock][The Dock:2]]
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# [[file:../../../projects/mud.org::*The Dock][The Dock:2]]
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@dig Lazy Dock;mp06 :typeclasses.rooms_weather.TimeWeatherRoom = south;s,north,n,footpath
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@dig Lazy Dock;mp06 :typeclasses.rooms_weather.TimeWeatherRoom = south;s,north,n,footpath
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# The Dock:2 ends here
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# The Dock:2 ends here
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# With a mesage about leaving the trees so that I don’t have to repeat that in the room description:
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# With a mesage about leaving the trees so that I don’t have to repeat that in the room description:
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# [[file:../../../projects/mud.org::*The Dock][The Dock:3]]
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# [[file:../../../projects/mud.org::*The Dock][The Dock:3]]
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@ -777,7 +772,7 @@ Nope. Too tall, and just as well. It does not smell very good.
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# And a description:
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# And a description:
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# [[file:../../../projects/mud.org::*The Dock][The Dock:4]]
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# [[file:../../../projects/mud.org::*The Dock][The Dock:4]]
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@desc south = You see a dock on a large pond... Is that a comfortable-looking chair you can |gsit|n on?
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@desc south = You see a dock on a lavender sea... Is that a comfortable-looking chair you can |gsit|n on?
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# The Dock:4 ends here
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# The Dock:4 ends here
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@ -793,15 +788,21 @@ Nope. Too tall, and just as well. It does not smell very good.
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# And describe this.
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# And describe this.
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# [[file:../../../projects/mud.org::*The Dock][The Dock:6]]
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# [[file:../../../projects/mud.org::*The Dock][The Dock:6]]
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@desc here = The dock you stand on juts into an immense pond. Someone has set a nice chair for viewing.
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@desc here = The dock you stand on juts into a bay of water the color of lavender flowers. Mesmorizing and calming the way the sound of the waves lap along the shore.
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Someone has set a nice chair for viewing.
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# The Dock:6 ends here
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# The Dock:6 ends here
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# Since we use the =tunnel= command, we need to update the weather system:
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# And details?
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# [[file:../../../projects/mud.org::*The Dock][The Dock:7]]
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# [[file:../../../projects/mud.org::*The Dock][The Dock:7]]
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@update here = typeclasses.rooms_weather.TimeWeatherRoom
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@detail water;waves = Despite the inclement weather, the waves ripple softly against the shore. Seems nice for fishing.
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#
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@detail lavender;flowers;flower = The water is the |wcolor|n of lavender, not actually lavender. Hrm. Could it possibly be |wlavender tea|n?
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#
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@detail shore = The roots of trees make most of the bay's shoreline.
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# The Dock:7 ends here
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# The Dock:7 ends here
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@ -813,6 +814,7 @@ Nope. Too tall, and just as well. It does not smell very good.
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# The Dock:8 ends here
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# The Dock:8 ends here
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# And a description:
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# And a description:
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# [[file:../../../projects/mud.org::*The Dock][The Dock:9]]
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# [[file:../../../projects/mud.org::*The Dock][The Dock:9]]
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@ -879,10 +881,6 @@ Looks good for being out in the weather.
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# [[file:../../../projects/mud.org::*Fishing Pole][Fishing Pole:4]]
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# [[file:../../../projects/mud.org::*Fishing Pole][Fishing Pole:4]]
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@detail hook;bait = One of those shiny lures, made from gold coins. Curiouser. Seems you don't need to bait this hook.
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@detail hook;bait = One of those shiny lures, made from gold coins. Curiouser. Seems you don't need to bait this hook.
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#
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@detail water;waves = Despite the weather, the water looks nice...well, nice for fishing.
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#
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# @detail dock = Sturdy and well made. Bobs a little with the waves.
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# Fishing Pole:4 ends here
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# Fishing Pole:4 ends here
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@ -920,6 +918,99 @@ Looks good for being out in the weather.
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@set sign/get_err_msg = "This granny knot holding the sign to the chair is serious. You can't take it."
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@set sign/get_err_msg = "This granny knot holding the sign to the chair is serious. You can't take it."
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# Fishing Pole:8 ends here
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# Fishing Pole:8 ends here
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# The Boat
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# A boat on the sea is a separate room.
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# [[file:../../../projects/mud.org::*The Boat][The Boat:1]]
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@dig/teleport Leaf Boat;mp08:typeclasses.rooms_weather.TimeWeatherRoom
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# The Boat:1 ends here
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# And describe sailing on it.:
|
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|
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|
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|
# [[file:../../../projects/mud.org::*The Boat][The Boat:2]]
|
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|
@desc here = The lavender sea is tranquil as the giant leaf floats along an invisible current.
|
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|
<morning>The morning sun peaks above the collosal trees and the snowcapped mountains beyond.</morning>
|
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|
<afternoon>The afternoon sun peaks out briefly from misty clouds.</afternoon>
|
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|
<evening>The evening sun begins to set on a watery horizon.</evening>
|
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|
<night>The moon peaks out from behind wispy clouds.</night>
|
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|
# The Boat:2 ends here
|
||||||
|
|
||||||
|
# The Island
|
||||||
|
# The boat should land on a distant island.
|
||||||
|
|
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|
|
||||||
|
# [[file:../../../projects/mud.org::*The Island][The Island:1]]
|
||||||
|
@dig/teleport Lonely Island;mp09:typeclasses.rooms_weather.TimeWeatherRoom
|
||||||
|
# The Island:1 ends here
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# And describe it:
|
||||||
|
|
||||||
|
|
||||||
|
# [[file:../../../projects/mud.org::*The Island][The Island:2]]
|
||||||
|
@teleport mp09
|
||||||
|
#
|
||||||
|
@desc here = Vibrant green moss covers the island's gray rock. Wandering around the conifers you encounter giant statues of armored knights surrounding a huge, empty throne. An inscription at the base reads, ᚦ ᚮ ᚱ
|
||||||
|
# The Island:2 ends here
|
||||||
|
|
||||||
|
# Connecting
|
||||||
|
# Create an exit for getting /into/ the boat:
|
||||||
|
|
||||||
|
|
||||||
|
# [[file:../../../projects/mud.org::*Connecting][Connecting:1]]
|
||||||
|
@teleport mp06
|
||||||
|
#
|
||||||
|
@open leaf-like boat;leaf boat;boat;leaf = mp08
|
||||||
|
# Connecting:1 ends here
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# And describe the boat first:
|
||||||
|
|
||||||
|
|
||||||
|
# [[file:../../../projects/mud.org::*Connecting][Connecting:2]]
|
||||||
|
@desc boat = A giant leaf, tipped on all sides look like it could be a boat. Doesn't seem to be an oar, or even a rudder, but...
|
||||||
|
# Connecting:2 ends here
|
||||||
|
|
||||||
|
# [[file:../../../projects/mud.org::*Connecting][Connecting:3]]
|
||||||
|
@set boat/traverse_msg = "You step into the large leaf shaped like a boat, and push off from the shore into the sea..."
|
||||||
|
# Connecting:3 ends here
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# Now jump into the boat,
|
||||||
|
|
||||||
|
|
||||||
|
# [[file:../../../projects/mud.org::*Connecting][Connecting:4]]
|
||||||
|
@teleport mp08
|
||||||
|
#
|
||||||
|
@open shore;island;dock = mp09
|
||||||
|
# Connecting:4 ends here
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# And exiting the boat:
|
||||||
|
|
||||||
|
|
||||||
|
# [[file:../../../projects/mud.org::*Connecting][Connecting:5]]
|
||||||
|
@set shore/traverse_msg = "When the boat stops, you step off..."
|
||||||
|
# Connecting:5 ends here
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# Are they going to look before getting off?
|
||||||
|
|
||||||
|
|
||||||
|
# [[file:../../../projects/mud.org::*Connecting][Connecting:6]]
|
||||||
|
@desc shore = You seem to have arrived at some island.
|
||||||
|
# Connecting:6 ends here
|
||||||
|
|
||||||
# Forest Path
|
# Forest Path
|
||||||
|
|
||||||
# Return to the forest:
|
# Return to the forest:
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue