This file serves as an example of the syntax of Mirk area files. It's just a few rooms, mobs, and objects ripped out of the Bree file. #AREA {1 91 } Gerrold Bree~ #HELPS -1 Bree~ Bree is a village unique in the region, a place where hobbits and humans live together in peace. Located on a major road connecting the distant lands east with the legendary lands west, it attracts many foreigners, not all of whom are savory folk. Bree's Prancing Pony is the most famous inn for miles, the stopping place for decent folk and, it is rumored, the occasional wizard. Bree has long recognized the profit obtainable by catering to travelers, and boasts many shops and pubs, all designed with one object in mind: to extract as much gold as possible. ~ 0 $~ #WEATHER 0 thundering with a pounding rain~ misty with drizzling rain~ covered with high white clouds~ clear and blue~ 0 1 2 3 You feel a chill in the air as a {{bcool{{w breeze picks up. ~ It begins to drizzle. ~ A heavy cold rain obscures your vision as a thunderclap shakes your bones! ~ The rain lightens to a misting. ~ It stops raining as the sky begins to clear. ~ The clouds roll away leaving a bright and cool spring sky. ~ a cool breeze blows~ a cool northern wind blows~ $ #TIME 1 #5 The sun begins to warm the cool morning air. ~ 2 #7 {{yDay{{w breaks on a cool morning. ~ 1 #19 A light breeze refreshes you as the setting sun brings on the twilight. ~ 3 #21 A {{Wg{{wh{{Wo{{ws{{Wt{{wl{{Wy{{w moon rises to faintly illuminate the cool night. ~ 2 #24 The moon disappears behind the clouds. ~ 0 #0 #MOBILES #11701 Strider1~ Strider~ Strider slumps in the corner shadows, carefully watching you. ~ A strange man known only to the inhabitants as Strider lurks in the shadows. It's rumored that he has arcane healing knowledge. Type 'heal' to see what he can do for you. ~ human~ BQVa DFH 1000 S 80 0 1d1+999 1d1+999 2d4+30 20 -15 -15 -15 -15 FHIK ABCD 0 0 8 8 1 5000 0 0 M 0 @greet 100~ { if ($n.name == "Snagglepuss") { Say PEE-UUU! What is that SMELL? Say Oh geez! It's Snagglepuss! Emote kicks $n.persname out of room! mpforce $n emote flies outta the room! mptransfer $n 8604 Smirk mpat 8604 mpforce $n look mpat 8604 say That's what you get for calling imms stinky! mpat 8604 laugh $n } else if (@isnpc($n)) { mptransfer Bob1 mpforce Bob1 emote bustles into the room! mpforce Bob1 say Beg pardon, good master! mpforce Bob1 say Your pet will have to stay in the stables! mpforce Bob1 emote gently leads $n.persname out the door! mptransfer $n 11704 mptransfer Bob1 11704 } else { emote nods warily. } ~ | #11702 Bob1~ Bob~ Bob, a fat, cheery hobbit, shuffles about the stables. ~ Bob, a fat, cheery, somewhat slow-witted hobbit, tends the animals of the inn's visitors. ~ hobbit~ BSV DFJZ 500 S 20 0 1d1+399 1d1+99 2d10+10 16 -10 -10 -10 -3 FHJ AB 0 0 8 8 1 100 0 0 S 0 #0 #OBJECTS #11700 bin~ a bin of cast-me-offs~ A large wooden bin sits here, stuffed with discarded equipment.~ ~ 15 OT 0 10000 0 0 1000 0 0 0 0 P E bin~ The inhabitants of Bree, hoping to help adventurers out, have set up this large wooden bin to store discarded weapons, armour, and food. Besides, they need somewhere to store all this junk! ~ #11701 fountain water~ a fountain~ Sparkling clear water gushes up from the small white fountain here.~ ~ 25 0 0 50 50 0 0 0 0 500 3000 G E fountain~ One of Barliman Butterbur's most recent acquisitions, this small fountain provides water for the animals stabled nearby and for the inn's visitors, though most of them prefer the famous Bree Ale. ~ #0 #ROOMS #11701 The Entrance Hall of The Prancing Pony~ Stout wooden beams support the upper stories of The Prancing Pony overhead. Moss covers the mortar between the stone slabs of the hall's walls --a soft, furry maze of green. Straw has been spread liberally on the ground here and in the courtyard to the east, where a few ponies stretch their legs and drink from a trough. Light streams down the steps from a large, open doorway to the north. A few joyous shouts from within confirm your first impressions: This is a place of bonhomie and good cheer. ~ 0 CD 0 D north~ ~ You see The Common Room of The Prancing Pony. ~ ~ ~ 0 0 0 -1 11702 0 D east~ ~ You see The Courtyard of The Prancing Pony. ~ ~ ~ 0 0 0 -1 11703 0 D west~ ~ You see Old Barliman standing in the road outside The Prancing Pony. ~ ~ ~ 0 0 0 -1 11700 0 S #11702 The Common Room of The Prancing Pony~ A toasty fire roars in the hearth against the north wall, mugs of ale rest on the wooden tables, and in one corner of the room is a large bin stuffed with assorted armour, weapons, and field rations. Here is a place for all races to congregate. Indeed, the strong Bree Ale has reduced many of the room's inhabitants to a slumber. A strange, curious man, sitting in the shadows, mumbles beneficial spells. He's also ready to cast special spells ... for a price. ~ 0 CDKS 0 D east~ the swinging door~ Through the swinging door lies the bar of the Prancing Pony. ~ $n enters through the swinging door.~ $n heads east through the swinging door.~ AB 0 -1 11889 A D south~ ~ You see The Entrance Hall of The Prancing Pony. ~ ~ ~ 0 0 0 -1 11701 0 S #11703 The Courtyard of The Prancing Pony~ In the middle of this spacious courtyard a small fountain gently gurgles. A few ponies, dogs, and cats wander about the yard, stretching their legs or just hoping to snag a free meal from one of the inn's many visitors. To the south is a stable, through which fresh hay and cuttings have been liberally spread. ~ 0 C 1 D south~ ~ You see The Stables of The Prancing Pony. ~ ~ ~ 0 0 0 -1 11704 0 D west~ ~ You see The Entrance Hall of The Prancing Pony. ~ ~ ~ 0 0 0 -1 11701 0 S #11704 The Stables~ Fresh hay partially hides the musty odor caused by hundreds of ponies, horses, and other animals that have been stabled here over the years. A hobbit, clothed in dirty over-alls, cleans out one of the stalls with a pitchfork. ~ 0 CDKN 0 D north~ ~ You see The Courtyard of The Prancing Pony. ~ ~ ~ 0 0 0 -1 11703 0 S #0 #RESETS *Mobs* M 0 11701 1 11702 Strider E 1 11742 -1 16 short sword (these clothing items are trash, left in file as an example) E 1 11801 -1 12 Cloak E 1 11802 -1 5 Vest E 1 11803 -1 7 Trousers M 0 11702 1 11704 Bob E 1 11952 1 5 overalls E 1 11843 1 8 hard-toed boots *Objects on ground* O 0 11700 1 11702 Bin O 0 11701 1 11703 Fountain S #SHOPS 11715 1 8 13 15 19 150 40 0 23 ; Appledore's (I leave this in as an example, though the mob isn't in this file. 0 #SPECIALS M 11701 spec_cast_adept Strider S #$