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Hstone, Kocatan room formatting

Also made Heartstones non-disposable; fixed spelling errors in resources
and some debug code in Kocatan Sewers.
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skittles1 committed Nov 2, 2014
1 parent 6d62d7d commit 677670471bf0c74b08c03ba0596464d04ceadc14
Showing with 711 additions and 616 deletions.
  1. +9 −9 kod/object/active/holder/room/kocarm/kocapoth.kod
  2. +19 −19 kod/object/active/holder/room/kocarm/kocatan.kod
  3. +11 −8 kod/object/active/holder/room/kocarm/kocbank.kod
  4. +8 −7 kod/object/active/holder/room/kocarm/kocblack.kod
  5. +42 −42 kod/object/active/holder/room/kocarm/kochoh.kod
  6. +3 −2 kod/object/active/holder/room/kocarm/kochoha.kod
  7. +60 −56 kod/object/active/holder/room/kocarm/kochohb.kod
  8. +32 −25 kod/object/active/holder/room/kocarm/kocinn.kod
  9. +27 −24 kod/object/active/holder/room/kocarm/kocsouth.kod
  10. +11 −10 kod/object/active/holder/room/kocarm/kocstore.kod
  11. +34 −29 kod/object/active/holder/room/kocarm/koctail.kod
  12. +21 −23 kod/object/active/holder/room/kocarm/koctav.kod
  13. +99 −69 kod/object/active/holder/room/kocarm/koctower.kod
  14. +10 −10 kod/object/active/holder/room/monsroom/kcforest.kod
  15. +27 −29 kod/object/active/holder/room/monsroom/kcforest/ka0.kod
  16. +5 −5 kod/object/active/holder/room/monsroom/kcforest/ka1.kod
  17. +6 −6 kod/object/active/holder/room/monsroom/kcforest/ka2.kod
  18. +9 −9 kod/object/active/holder/room/monsroom/kcforest/ka3.kod
  19. +8 −6 kod/object/active/holder/room/monsroom/kcforest/ka4.kod
  20. +11 −9 kod/object/active/holder/room/monsroom/kcforest/ka5.kod
  21. +12 −8 kod/object/active/holder/room/monsroom/kcforest/kb1.kod
  22. +7 −6 kod/object/active/holder/room/monsroom/kcforest/kb2.kod
  23. +16 −10 kod/object/active/holder/room/monsroom/kcforest/kb3.kod
  24. +10 −8 kod/object/active/holder/room/monsroom/kcforest/kb4.kod
  25. +5 −5 kod/object/active/holder/room/monsroom/kcforest/kb5.kod
  26. +3 −4 kod/object/active/holder/room/monsroom/kcforest/kc1.kod
  27. +10 −7 kod/object/active/holder/room/monsroom/kcforest/kc2.kod
  28. +20 −13 kod/object/active/holder/room/monsroom/kcforest/kc3.kod
  29. +14 −11 kod/object/active/holder/room/monsroom/kcforest/kc4.kod
  30. +31 −25 kod/object/active/holder/room/monsroom/kcforest/kc5.kod
  31. +9 −8 kod/object/active/holder/room/monsroom/kcforest/kd1.kod
  32. +11 −8 kod/object/active/holder/room/monsroom/kcforest/kd2.kod
  33. +2 −3 kod/object/active/holder/room/monsroom/kcforest/kd3.kod
  34. +9 −9 kod/object/active/holder/room/monsroom/kcforest/kd4.kod
  35. +8 −6 kod/object/active/holder/room/monsroom/kcforest/ke2.kod
  36. +20 −20 kod/object/active/holder/room/monsroom/kcforest/ke4.kod
  37. +9 −10 kod/object/active/holder/room/monsroom/kcforest/kmadscih.kod
  38. +11 −7 kod/object/active/holder/room/monsroom/kocsew1.kod
  39. +3 −4 kod/object/active/holder/room/monsroom/kocsew2.kod
  40. +29 −23 kod/object/item/passitem/hstone.kod
  41. +5 −6 kod/object/item/passitem/hstone/hstonblu.kod
  42. +5 −6 kod/object/item/passitem/hstone/hstonbrn.kod
  43. +5 −6 kod/object/item/passitem/hstone/hstonred.kod
  44. +5 −6 kod/object/item/passitem/hstone/hstonsky.kod
@@ -14,9 +14,8 @@ constants:
include blakston.khd
resources:
room_name_kocapoth = "Two Lizards Magic Shop"
room_kocapoth = kocapoth.roo
kocapoth_music = song12.mp3
@@ -78,20 +77,21 @@ messages:
];
Send(self,@CreateOrnObjFromList,#lObjlist=lObjCoords1);
send(self,@NewHold,#what=Create(&KocatanApothecary),
Send(self,@NewHold,#what=Create(&KocatanApothecary),
#new_row=4,#new_col=2,#fine_row=32,#fine_col=24,
#new_angle=ANGLE_EAST);
% Lighting
send(self,@NewHold,#what=Create(&DynamicLight,#iColor=LIGHT_FIRE,#iIntensity=25),
#new_row=2,#new_col=5,#fine_row=16,#fine_col=32);
send(self,@NewHold,#what=Create(&DynamicLight,#iColor=LIGHT_FIRE,#iIntensity=25),
#new_row=4,#new_col=8,#fine_row=48,#fine_col=8);
Send(self,@NewHold,#what=Create(&DynamicLight,
#iColor=LIGHT_FIRE,#iIntensity=25),
#new_row=2,#new_col=5,#fine_row=16,#fine_col=32);
Send(self,@NewHold,#what=Create(&DynamicLight,
#iColor=LIGHT_FIRE,#iIntensity=25),
#new_row=4,#new_col=8,#fine_row=48,#fine_col=8);
propagate;
}
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -20,7 +20,8 @@ resources:
room_kocatan = settle1.roo
kocatan_music = song08.mp3
kocatan_military = "No non-military personnel are allowed in the guard barracks."
kocatan_military = \
"No non-military personnel are allowed in the guard barracks."
kocatan_locked = "This door is firmly bolted shut."
classvars:
@@ -31,8 +32,8 @@ classvars:
viTeleport_row = 40
viTeleport_col = 30
% This room technically isn't a beach area, but it should get the sounds from the ocean
% directly to the south.
% This room technically isn't a beach area, but it should get the
%sounds from the ocean directly to the south.
viTerrain_type = TERRAIN_CITY | TERRAIN_ROAD | TERRAIN_LAKE | TERRAIN_BEACH
properties:
@@ -52,7 +53,7 @@ messages:
{
plExits = $;
%% locked doors first, since they will be the least active
% Locked doors first, since they will be the least active.
plExits = Cons([ 1, 17, ROOM_LOCKED_DOOR, kocatan_military ],plExits);
plExits = Cons([ 1, 18, ROOM_LOCKED_DOOR, kocatan_military ],plExits);
plExits = Cons([ 1, 21, ROOM_LOCKED_DOOR, kocatan_military ],plExits);
@@ -68,13 +69,13 @@ messages:
plExits = Cons([ 1, 41, ROOM_LOCKED_DOOR, kocatan_military ],plExits);
plExits = Cons([ 1, 42, ROOM_LOCKED_DOOR, kocatan_military ],plExits);
%% eastern guard tower -- teleport in at (4,45)
% Eastern guard tower -- teleport in at (4,45).
plExits = Cons([ 3, 46, RID_KOC_GUARDTOWER_EAST, 36, 5, ROTATE_NONE ],plExits);
plExits = Cons([ 3, 47, RID_KOC_GUARDTOWER_EAST, 36, 5, ROTATE_NONE ],plExits);
plExits = Cons([ 4, 46, RID_KOC_GUARDTOWER_EAST, 36, 5, ROTATE_NONE ],plExits);
plExits = Cons([ 4, 47, RID_KOC_GUARDTOWER_EAST, 36, 5, ROTATE_NONE ],plExits);
%% apothecary
% Apothecary.
plExits = Cons([ 14, 12, RID_KOC_APOTH, 3, 7, ROTATE_NONE ],plExits);
plExits = Cons([ 15, 12, RID_KOC_APOTH, 3, 7, ROTATE_NONE ],plExits);
plExits = Cons([ 14, 13, RID_KOC_APOTH, 3, 7, ROTATE_NONE ],plExits);
@@ -83,56 +84,56 @@ messages:
plExits = Cons([ 20, 7, RID_KOC_APOTH, 7, 3, ROTATE_NONE ],plExits);
plExits = Cons([ 20, 8, RID_KOC_APOTH, 7, 3, ROTATE_NONE ],plExits);
%% hall of heroes -- teleport in at (23,30)
% Hall of Heroes -- teleport in at (23,30).
plExits = Cons([ 21, 29, RID_KOC_HALL_OF_HEROES, 13, 7, ROTATE_NONE ],plExits);
plExits = Cons([ 22, 29, RID_KOC_HALL_OF_HEROES, 13, 7, ROTATE_NONE ],plExits);
plExits = Cons([ 21, 30, RID_KOC_HALL_OF_HEROES, 13, 7, ROTATE_NONE ],plExits);
plExits = Cons([ 22, 30, RID_KOC_HALL_OF_HEROES, 13, 7, ROTATE_NONE ],plExits);
%% bank -- teleport in at (24,44)
% Bank -- teleport in at (24,44).
plExits = Cons([ 23, 45, RID_KOC_BANK, 20, 7, ROTATE_NONE ],plExits);
plExits = Cons([ 24, 45, RID_KOC_BANK, 20, 7, ROTATE_NONE ],plExits);
plExits = Cons([ 23, 46, RID_KOC_BANK, 20, 7, ROTATE_NONE ],plExits);
plExits = Cons([ 24, 46, RID_KOC_BANK, 20, 7, ROTATE_NONE ],plExits);
%% guild hall 12 (merchant hall) -- teleport in at (4,14)
% Guild hall 12 (merchant hall) -- teleport in at (4,14).
plExits = Cons([ 3, 12, RID_GUILDH12, 44, 23, ROTATE_NONE ],plExits);
plExits = Cons([ 3, 13, RID_GUILDH12, 44, 23, ROTATE_NONE ],plExits);
plExits = Cons([ 4, 12, RID_GUILDH12, 44, 23, ROTATE_NONE ],plExits);
plExits = Cons([ 4, 13, RID_GUILDH12, 44, 23, ROTATE_NONE ],plExits);
%% orc caves -- teleport in at (41,52)
% Orc Caves -- teleport in at (41,52).
plExits = Cons([ 40, 53, RID_ORC_CAVE6, 6, 59, ROTATE_NONE ],plExits);
plExits = Cons([ 40, 54, RID_ORC_CAVE6, 6, 59, ROTATE_NONE ],plExits);
plExits = Cons([ 41, 53, RID_ORC_CAVE6, 6, 59, ROTATE_NONE ],plExits);
plExits = Cons([ 41, 54, RID_ORC_CAVE6, 6, 59, ROTATE_NONE ],plExits);
plExits = Cons([ 42, 53, RID_ORC_CAVE6, 6, 59, ROTATE_NONE ],plExits);
plExits = Cons([ 42, 54, RID_ORC_CAVE6, 6, 59, ROTATE_NONE ],plExits);
%% store - teleport in at (32,48)
% Store - teleport in at (32,48).
plExits = Cons([ 30, 47, RID_KOC_STORE, 15, 12, ROTATE_NONE ],plExits);
plExits = Cons([ 31, 47, RID_KOC_STORE, 15, 12, ROTATE_NONE ],plExits);
plExits = Cons([ 30, 48, RID_KOC_STORE, 15, 12, ROTATE_NONE ],plExits);
plExits = Cons([ 31, 48, RID_KOC_STORE, 15, 12, ROTATE_NONE ],plExits);
%% inn
% Inn.
plExits = Cons([ 29, 6, RID_KOC_INN, 3, 5, ROTATE_NONE ],plExits);
plExits = Cons([ 29, 7, RID_KOC_INN, 3, 5, ROTATE_NONE ],plExits);
plExits = Cons([ 29, 8, RID_KOC_INN, 3, 5, ROTATE_NONE ],plExits);
plExits = Cons([ 29, 8, RID_KOC_INN, 3, 5, ROTATE_NONE ],plExits);
%% tavern
% Tavern.
plExits = Cons([ 36, 12, RID_KOC_TAVERN, 12, 29, ROTATE_NONE ],plExits);
plExits = Cons([ 37, 12, RID_KOC_TAVERN, 12, 29, ROTATE_NONE ],plExits);
plExits = Cons([ 37, 13, RID_KOC_TAVERN, 12, 29, ROTATE_NONE ],plExits);
plExits = Cons([ 36, 13, RID_KOC_TAVERN, 12, 29, ROTATE_NONE ],plExits);
%% northern guard tower -- teleport in at (4,45)
% Northern guard tower -- teleport in at (4,45).
%plExits = Cons([ 3, 46, RID_KOC_GUARDTOWER_NORTH, 20, 20, ROTATE_NONE ],plExits);
%plExits = Cons([ 3, 47, RID_KOC_GUARDTOWER_NORTH, 20, 20, ROTATE_NONE ],plExits);
%plExits = Cons([ 4, 46, RID_KOC_GUARDTOWER_NORTH, 20, 20, ROTATE_NONE ],plExits);
%plExits = Cons([ 4, 47, RID_KOC_GUARDTOWER_NORTH, 20, 20, ROTATE_NONE ],plExits);
%% southern half of city - land them at (50,30)
% Southern half of city - land them at (50,30).
plExits = Cons([ 51, 29, RID_KOC_SOUTH, 4, 26, ROTATE_NONE ],plExits);
plExits = Cons([ 51, 30, RID_KOC_SOUTH, 4, 26, ROTATE_NONE ],plExits);
plExits = Cons([ 52, 29, RID_KOC_SOUTH, 4, 26, ROTATE_NONE ],plExits);
@@ -141,6 +142,5 @@ messages:
propagate;
}
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -82,33 +82,36 @@ messages:
[21,11,16,40,OO_BLUE_BOTTLE],[18,10,48,48,OO_POT],
[24,10,40,32,OO_bigurn]
];
Send(self,@CreateOrnObjFromList,#lObjlist=lObjCoords1);
Send(self,@NewHold,#what=Create(&KocatanVaultman),
#new_row=21,#new_col=10,#fine_row=0,#fine_col=56);
#new_row=21,#new_col=10,#fine_row=0,#fine_col=56);
Send(self,@NewHold,#what=Create(&KocatanBanker),
#new_row=19,#new_col=10,#fine_row=24,#fine_col=40);
#new_row=19,#new_col=10,#fine_row=24,#fine_col=40);
Send(self,@NewHold,#what=Create(&KocatanSentry),
#new_row=8,#new_col=11,#fine_row=56,#fine_col=08);
#new_row=8,#new_col=11,#fine_row=56,#fine_col=08);
% Lighting
oLight = Create(&DynamicLight,#iColor=LIGHT_FIRE,#iIntensity=25);
Send(self,@NewHold,#what=oLight,#new_row=9,#new_col=4,
#fine_row=40,#fine_col=8);
#fine_row=40,#fine_col=8);
oLight = Create(&DynamicLight,#iColor=LIGHT_FIRE,#iIntensity=25);
Send(self,@NewHold,#what=oLight,#new_row=9,#new_col=13,
#fine_row=40,#fine_col=32);
#fine_row=40,#fine_col=32);
oLight = Create(&DynamicLight,#iColor=LIGHT_FIRE,#iIntensity=25);
Send(self,@NewHold,#what=oLight,#new_row=13,#new_col=7,
#fine_row=24,#fine_col=48);
#fine_row=24,#fine_col=48);
oLight = Create(&DynamicLight,#iColor=LIGHT_FIRE,#iIntensity=25);
Send(self,@NewHold,#what=oLight,#new_row=13,#new_col=9,
#fine_row=24,#fine_col=48);
#fine_row=24,#fine_col=48);
propagate;
}
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -59,7 +59,7 @@ messages:
{
plExits = $;
%% to town -- teleport in to (6,9)
% To town -- teleport in to (6,9)
plExits = Cons([ 5, 10, RID_KOC_SOUTH, 31, 20, ROTATE_NONE ],plExits);
plExits = Cons([ 6, 10, RID_KOC_SOUTH, 31, 20, ROTATE_NONE ],plExits);
@@ -76,23 +76,24 @@ messages:
{
local lObjCoords1;
lObjCoords1 = [ [09,09,48,32,OO_JUG], [03,03,24,56,OO_JUG], [04,05,56,32,OO_anvil],
lObjCoords1 = [ [09,09,48,32,OO_JUG], [03,03,24,56,OO_JUG],
[04,05,56,32,OO_anvil],
[06,03,56,32,OO_bluejug], [12,07,16,24,OO_barrel2]
];
Send(self,@CreateOrnObjFromList,#lObjlist=lObjCoords1);
send(self,@NewHold,#what=Create(&KocatanBlacksmith),
Send(self,@NewHold,#what=Create(&KocatanBlacksmith),
#new_row=4,#new_col=4,#fine_row=56,#fine_col=48,
#new_angle=ANGLE_EAST);
% Lighting
send(self,@NewHold,#what=Create(&DynamicLight,#iColor=LIGHT_ORANGE,#iIntensity=50),
#new_row=6,#new_col=6,#fine_row=0,#fine_col=0);
Send(self,@NewHold,#what=Create(&DynamicLight,
#iColor=LIGHT_ORANGE,#iIntensity=50),
#new_row=6,#new_col=6,#fine_row=0,#fine_col=0);
propagate;
}
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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