@set mp06/arrive = "30 ;; gm Did you hear that? Sounds like a distant horn ... Perhaps the wind. ;; gm You think you saw a boat out on the sea ... but maybe not. "
# The Mist Horn:2 ends here
# When the boat is docked, we should have a special /state/ to describe it:
@desc moonberries = Growing a slender vines that wrap around the trunks of the pine trees. Laden with small, blue berries, each reflecting a white cresent shape.
#
@set moonberries/make_name = "handful of moonberries"
@set moonberries/make_desc = "Blue berries with a white cresent shape."
#
@set moonberries/make_amount = 1
#
@set moonberries/make_eat_msg = "Slightly bitter. Not very good."
#
@set moonberries/make_spell_msgs = "10 ;; $You() $conj(stare) off into space, lost in thought. ;; $You() $conj(study) $pron(your) hands, utterly captivated. ;; 5 ;; $You() $conj(awaken) from a daydream with a start."
#
# And we can't see them until we are an alchemist:
@lock moonberries = view:tag(alchemist)
# Moonberries:1 ends here
# Part of the [[Potions and their Ingredients][Alchemist Path]], we use /seagrass/ to create a [[file:mud.org::*Water Breathing][Water Breathing potion]].
# We put this location hint in the Alchemy Tome:
# #+begin_quote
# This grass, often called seagrass since it vibrates as if laughing. The herb hunter canfind this in fields and meadows throughout the area.
@set table/inside = "While you can't read the |Yrunes|n, you can read the message in the middle of the table:|/|/ Born of rain and ground combined,|/ No solid form, yet firm when dried.|/ Clinging to feet. Adored by boar.|/ Speak my name to open the door."
# Stone Table:3 ends here
# And some flavor that offers a hint to the answer of the riddle, to combine Water and Earth:
# Do we want to make the permanent residents part of the description.
# [[file:../../../projects/mud.org::*Inside the Bar][Inside the Bar:2]]
@desc here = An amazing “room” formed from a ring of living |Ytrees|n. The canopy of |Yboughs|n above twinkle with the |Ylights|n of small, glowing orbs. Working the bar, a haughty-looking |Yelf|n; waiting on tables, a smiling |Ymushroom man|n, er...person.
# Inside the Bar:2 ends here
# And some ambiance and details for items in the description.
# [[file:../../../projects/mud.org::*Inside the Bar][Inside the Bar:3]]
@detail trees;tree;trunk;trunks = You've never see elder tree trunks so large or that grow so close together. Of course, dark gray trunks absorb the soft light from the |Yorbs|n making the area appear much larger.
# Inside the Bar:3 ends here
# [[file:../../../projects/mud.org::*Inside the Bar][Inside the Bar:4]]
@detail boughs;bough;branches;canopy = The branches of the black elder |Ytrees|n create a sort of roof overhead.
# Inside the Bar:4 ends here
# [[file:../../../projects/mud.org::*Inside the Bar][Inside the Bar:5]]
@detail lights;light;orbs = Hundreds of small, dancing orbs float around the |Ycanopy|n above the room, casting a soft glow of light.
# Inside the Bar:5 ends here
# And describe the door leaving the bar:
# [[file:../../../projects/mud.org::*Inside the Bar][Inside the Bar:7]]
# [[file:../../../projects/mud.org::*Inside the Bar][Inside the Bar:6]]
@desc blue door = The painted blue door you used to enter this tavern, looks the same on this side too...a door that fits snugly in the bark of the tree. Going through this door again may take you back to the forest, but who knows?
# Inside the Bar:7 ends here
# Inside the Bar:6 ends here
# Let’s have an interesting phrase entering the bar …
# [[file:../../../projects/mud.org::*Inside the Bar][Inside the Bar:8]]
# [[file:../../../projects/mud.org::*Inside the Bar][Inside the Bar:7]]
@set blue door/traverse_msg = "You open the blue door and enter inside the tree... and find yourself back in the first glade, with a path that leads through a forest."
# Inside the Bar:8 ends here
# Inside the Bar:7 ends here
# And [[file:~/src/moss-n-puddles/typeclasses/sittables.py::class Sittables(Sittable):][the stools]] is a /plural/ location to sit, allowing anyone to sit down.
@desc sign = You see a large sign made of wood over the bar, hanging from a branch of one of the living trees. Painted words at the top read, |wWyldwood Cocktails|n, and a list of drinks you can order.
@desc Bartender = A haughty-looking elf with green eyes and long blond hair with two intricate braids accentuating incredibly pointed ears. His nose, pointed, often points straight up in order to look down on you.
# Seems that different triggering hooks could have different delayed responses. What sort of events? And do we bother if we convert the Bartender to a Chatbot?
@set bartender/arrive:dabbler = "5 ;; say to old gnome Ah, welcome, sir. I've acquired another one of those whiskys from the Mud World. This one claims to taste like a... hrm... << burning hosptial ^ seagull's armpit, er wingpit, I guess ^ going down on a mermaid, wait, I believe you've done that ^ licking a salty ashtray >>. ;; 10 ;; emote takes a brown glass bottle from a chest, and pours some into a glass. ;; shake whisky = gnome"
@set bartender/arrive = "4 ;; say Welcome to the |wWyldwood Bar|n. Read the sign for a list of our cocktails, and let me know what you'd like to drink."
@set pixies/arrive:dabbler = "12 ;; gm The quartet on the mushroom start playing an << interesting ^ odd >> << composition ^ song ^ arrangment >>. ;; The pixie leader says, \"As you can tell, we're playing << a jazz standard ^ a jazz melody ^ something the Mudders call, jazz fusion >>. That's right, something we picked up from << our travels in ^ >> the Mud World."
# Pixie Quartet:8 ends here
# Next great NPC will a cameo from the Awakened Shrub.
@desc shrub = If a small shrub had the facial muscles to smile and show how much it enjoys itself, this lil' guy would be it. The short leaves indicates it once was a boxwood, but the way it nurses that glass of water shows those days are way behind. When you look its way, it waves a branch at you. You notice one of its branches clutch a small chalkboard while another holds a piece of chalk.
@set mp06/arrive = "40 ;; gm Did you hear that? Sounds like a distant horn ... Perhaps the wind. ;; 60 ;; gm You think you saw a boat out on the sea ... but maybe not. "
# Lazy Dock:10 ends here
# We’ll get ready for making potions by allowing one to collect water from _all_ the places, like the salty sea:
@set south/traverse_msg = "Leaving the dock, you want along the soft sandy shore next to the Lavender Sea, enjoying the mesmerizing sound of the surf... until you come to a shack that blocks your stroll."
@desc here = Puppy-dog |Ywaves|n on a lavender |Ysea|n, snap your heels half-heartedly. Walking hard steps, punching crusted |Ysand|n, difficulty crossing land. Robust |Yshack|n squatting below a |Ypine|n, locked door holding painted |Ysign|n.
@detail boat;ship = The mastless ship looks like a giant leaf. Wonder if it comes to shore?
#
@detail shack = Standing crookedly at the edge of the sandy shore, this shack's weathered planks, bleached by the salty mist, imparts a ghostly appearance. The roof, adorned with seashells and driftwood, appears to be a patchwork of nature's treasures, inviting curious souls to uncover the secrets hidden within.
# Sandy Shore:8 ends here
# Sandy Shore:9 ends here
# Part of the [[Potions and their Ingredients][Alchemist Path]], we use sand as an ingredient in a potion we want to make.
@ -3291,6 +3788,52 @@ drop ball
# Chairs:5 ends here
# This golden NPC always hangs around our gnome, recording all that transpires.
@desc here = A cold, musty tunnel made of |Ystone blocks|n, tapered to form an large dome overhead. You hear a slight whistling sound, which may explain why this unground place is neither dusty or musty.
@desc down = The tunnel continues down into the darkness.
#
@set down/traverse_msg = "You carefully pick your way down the tunnel. It curves. It veers. It corners...."
#
@dig Tunnel End;mp18:typeclasses.rooms_dark.DarkRoom = ladder down into the dark;down;ladder;tunnel,ladder to trapdoor;trapdoor;up;ladder;door
#
@desc ladder = Through the open trapdoor, you see a ladder that you can climb down into a cold, damp darkness.
#
@set ladder/traverse_msg = "With the trapdoor open, you climb down the ladder into the darkness... Suddenly, your foot slips, and you fall, landing on the stone floor!"
#
@set here/open_exit = $search(ladder down into the dark)
#
@set here/open_item = "trapdoor"
#
@teleport/tonone ladder down into the dark
# Dungeon WIP:1 ends here
# Let’s bring the “ladder” exit back by opening and closing the trapdoor:
@desc here = A cold, musty tunnel made of stone blocks, tapered to form an arch overhead. A ladder here leads up to a trapdoor, and the tunnel continues on into the distance.
#
@desc ladder = A metal ladder where a slimy mildew of sorts has grown on the bottom rungs. Better be careful.
#
@set ladder/traverse_msg = "You carefully ascend up the ladder, opening the trapdoor."
#
@detail trapdoor = A wood door with reinforced iron bands on the floor. An iron ring allows you to |gopen|n it.
#
@detail stone;blocks = The stone blocks that support the tunnel are well made, and for the most part, keep out water. But the crevises seem mortared with a green mildew.
# Dungeon WIP:4 ends here
# Let’s make the end of the tunnel look a lot like the beginning:
# Let’s create another trapdoor and a ladder leading to the Lair:
@open ladder to trapdoor;trapdoor;up;ladder;climb,ladder down into the dark;down;ladder = mp07
#
@desc ladder = A metal ladder where a slimy mildew of sorts has grown on the bottom rungs. Better be careful.
#
@set ladder/traverse_msg = "You carefully ascend up the ladder, opening the trapdoor."
#
#
@detail trapdoor = A wood door with reinforced iron bands on the floor. An iron ring allows you to |gopen|n it.
#
@detail stone;blocks = The stone blocks that support the tunnel are well made, and for the most part, keep out water. But the crevises seem mortared with a green mildew.