# We start from limbo. Remember that every command in the batchfile # -must- be separated by at least one comment-line. @tel #2 # @dig/tel ruined room;start_00:typeclasses.rooms.IndoorRoom # @desc here = This room, once royally adorned, now lies in ruins. A violent battle must have been fought in this place, mixed with the broken wood of the furniture stand out broken weapons and bodies devoured by the passage of time. The long oak table that once occupied the center of the room it is overturned against the wall to create a makeshift barricade. # @create/drop skeleton of a soldier in armor;skeleton;soldier:typeclasses.objects.Feature # @desc skeleton = The skeleton of a soldier, still locked in their armor now rusty. They lie leaning against the barricade where he died, their bony hand clutched to the handle of a broken spear. # @set skeleton/feature_desc = A |wskeleton|n in a broken armor is collapsed on the floor behind the table. # @lock skeleton = search:all() # @dig/tel long hall;hall;start_01:typeclasses.rooms.IndoorRoom # @desc start_01 = A long hall paved with large hewn stones, thick oak beams still hold up the ceiling frescoed with gilded symbols. Dust corpuscles swirl in the light, disturbed by your passage. #Una lunga sala mattonata da grosse pietre squadrate, le spesse travi di quercia #ancora reggono il soffitto affrescato di simboli dorati. Corpuscoli di polvere vorticano #nella stanza illuminata, disturbati dal vostro passaggio. # @open sculpted archway;archway;start_door_00:typeclasses.exits.BaseDoor = start_00 # @descdoor start_door_00 = A beautifully sculpted arched entrance. Two figures are carved into the stone on either side of the door, on the right Its, the muse of Deception, on right Izzac, the muse of Authority. #Un'entrata ad arco meravigliosamente scolpita. Due figure sono intagliate nella #pietra ai lati della porta, alla destra Its, la musa della manipolazione, alla #destra Izzac, la musa dell'autorità. # @create/drop pile of stones;pile;rubble_01:typeclasses.objects.Feature # @set rubble_01/feature_desc = A |wpile of stones|n and a collapsed beam from the ceiling make it difficult to cross this area. #Un cumulo di pietre e travi crollate dal soffitto rendono difficoltoso attraversare #questa zona. # @desc rubble_01 = A large root system pierced the ceiling of this room, shattering one of the load-bearing boards. Some of the covering stones now lie damaged on the ground, filling the floor with debris. #Un grosso sistema di radici ha perforato il soffitto di questa sala, spezzando una #delle assi portanti. Una parte delle pietre di copertura sono rovinate al suolo, #riempiendo il pavimento di detriti. # @dig/tel old guardhouse;guardhouse;start_02:typeclasses.rooms.IndoorRoom # @desc start_02 = An old guardhouse devastated by the fighting that took place in these halls. The only part that has been spared is the ceiling, completely covered with peeling frescoes depicting scenes of martial life. #Una vecchia guardiola devastata dal combattimento avvenuto in queste sale. #L'unica parte che è stata risparmiata è il soffitto, completamente ricoperto da #affreschi scrostati rappresentati scene di vita marziale. # @open open doorway;doorway;start_door_01:typeclasses.exits.BaseDoor = start_01 # @descdoor start_door_01 = A large doorway, with no door. The rune '|y◧|n' is engraved on the granite jamb. # @dig/tel empty corridor;corridor;start_03:typeclasses.rooms.IndoorRoom # @desc start_03 = The sides of the corridor are lined with stone archways, each adorned by a stone statue. All the statues have been broken behind recognition. # @open small doorway;start_door_03:typeclasses.exits.BaseDoor = start_01 # @descdoor start_door_03 = A small doorway, with no door. The rune '|y◓|n' is engraved on the granite jamb. # @dig/tel ruined temple;temple;start_04:typeclasses.rooms.IndoorRoom # @desc start_04 = This building seems to have survived the ravages of time better than most of the others. Its arched roof and wide spaces suggests that this is a temple or church of some kind. # @open large reinforced door;reinforced door;door;start_door_02:typeclasses.exits.BaseDoor = start_03 # @descdoor start_door_02 = A big oak door, reinforced with iron bars across its frame. It bears marks and burns all over its surface but hasn't been breached during the siege. # zone tutorial_zone # zone/addroom tutorial_zone = start_door_00 # zone/addroom tutorial_zone = start_door_01 # zone/addroom tutorial_zone = start_door_02 # zone/addroom tutorial_zone = start_door_03 # zone/addroom tutorial_zone = start_door_04 # @tel start_00 #