118 lines
4.5 KiB
Text
118 lines
4.5 KiB
Text
# We start from limbo. Remember that every command in the batchfile
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# -must- be separated by at least one comment-line.
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@tel #2
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#
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zone/add tutorial_zone = 32
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#
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@dig/tel ruined room;start_00:typeclasses.rooms.IndoorRoom
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#
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@desc here =
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This room, once royally adorned, now lies in ruins.
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A violent battle must have been fought in this place,
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mixed with the broken wood of the furniture stand out broken weapons
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and bodies devoured by the passage of time.
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The long oak table that once occupied the center of the room
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it is overturned against the wall to create a makeshift barricade.
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#
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@create/drop skeleton of a soldier in armor;skeleton;soldier:typeclasses.objects.Feature
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#
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@desc skeleton =
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The skeleton of a soldier, still locked in their armor now
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rusty. They lie leaning against the barricade where he died, their bony hand
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clutched to the handle of a broken spear.
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#
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@set skeleton/feature_desc = A |wskeleton|n in a broken armor is collapsed on the floor behind the table.
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#
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@lock skeleton = search:all()
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#
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@dig/tel long hall;hall;start_01:typeclasses.rooms.IndoorRoom
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#
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@desc start_01 =
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A long hall paved with large hewn stones, thick oak beams
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still hold up the ceiling frescoed with gilded symbols. Dust corpuscles swirl
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in the light, disturbed by your passage.
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#Una lunga sala mattonata da grosse pietre squadrate, le spesse travi di quercia
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#ancora reggono il soffitto affrescato di simboli dorati. Corpuscoli di polvere vorticano
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#nella stanza illuminata, disturbati dal vostro passaggio.
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#
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@open sculpted archway;archway;start_door_00:typeclasses.exits.BaseDoor = start_00
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#
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@descdoor start_door_00 =
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A beautifully sculpted arched entrance. Two figures are carved into the
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stone on either side of the door, on the right Its, the muse of Deception, on
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right Izzac, the muse of Authority.
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#Un'entrata ad arco meravigliosamente scolpita. Due figure sono intagliate nella
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#pietra ai lati della porta, alla destra Its, la musa della manipolazione, alla
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#destra Izzac, la musa dell'autorità.
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#
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@create/drop pile of stones;pile;rubble_01:typeclasses.objects.Feature
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#
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@set rubble_01/feature_desc =
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A |wpile of stones|n and a collapsed beam from the ceiling make it difficult to cross
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this area.
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#Un cumulo di pietre e travi crollate dal soffitto rendono difficoltoso attraversare
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#questa zona.
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#
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@desc rubble_01 =
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A large root system pierced the ceiling of this room, shattering one
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of the load-bearing boards. Some of the covering stones now lie damaged on the ground,
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filling the floor with debris.
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#Un grosso sistema di radici ha perforato il soffitto di questa sala, spezzando una
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#delle assi portanti. Una parte delle pietre di copertura sono rovinate al suolo,
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#riempiendo il pavimento di detriti.
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#
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@dig/tel old guardhouse;guardhouse;start_02:typeclasses.rooms.IndoorRoom
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#
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@desc start_02 =
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An old guardhouse devastated by the fighting that took place in these halls.
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The only part that has been spared is the ceiling, completely covered with
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peeling frescoes depicting scenes of martial life.
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#Una vecchia guardiola devastata dal combattimento avvenuto in queste sale.
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#L'unica parte che è stata risparmiata è il soffitto, completamente ricoperto da
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#affreschi scrostati rappresentati scene di vita marziale.
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#
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@open open doorway;doorway;start_door_01:typeclasses.exits.BaseDoor = start_01
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#
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@descdoor start_door_01 =
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A large doorway, with no door. The rune '|y◧|n' is engraved on the granite jamb.
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#
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@dig/tel empty corridor;corridor;start_03:typeclasses.rooms.IndoorRoom
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#
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@desc start_03 =
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The sides of the corridor are lined with stone archways, each adorned by a
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stone statue. All the statues have been broken behind recognition.
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#
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@open small doorway;start_door_03:typeclasses.exits.BaseDoor = start_01
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#
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@descdoor start_door_03 =
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A small doorway, with no door. The rune '|y◓|n' is engraved on the granite jamb.
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#
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@dig/tel ruined temple;temple;start_04:typeclasses.rooms.IndoorRoom
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#
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@desc start_04 =
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This building seems to have survived the ravages of time better than
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most of the others. Its arched roof and wide spaces suggests that
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this is a temple or church of some kind.
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#
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@open large reinforced door;reinforced door;door;start_door_02:typeclasses.exits.BaseDoor = start_03
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#
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@descdoor start_door_02 =
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A big oak door, reinforced with iron bars across its frame.
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It bears marks and burns all over its surface but hasn't been breached during the
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siege.
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#
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addtozone start_00 = tutorial_zone, 16, 30
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#
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addtozone start_01 = tutorial_zone, 16, 29
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#
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addtozone start_02 = tutorial_zone, 15, 29
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#
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addtozone start_03 = tutorial_zone, 17, 29
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#
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addtozone start_04 = tutorial_zone, 18, 29
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#
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@tel start_00
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#
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