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The_Yetti

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Apr 15th, 2019
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  1. **** GETTING COIN FROM BANK TO PAY FINE ****
  2.  
  3. stand
  4. You are already standing.
  5. >
  6. [AutoMapper] Goto: Teller
  7. [Script loaded: automapper.cmd]
  8. out
  9. You walk out.
  10.  
  11. [First Provincial Bank, Lobby]
  12. Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing.
  13. You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth.
  14. Obvious exits: out.
  15.  
  16. > go tellers' windows
  17. Mapped exits: go money-changer's booth, go tellers' windows
  18.  
  19. [Provincial Bank, Teller]
  20. A neat row of barred windows faces you along a marble counter. Several patrons are already busy but there seems to be one window available. The clerk smiles at you and beckons you over.
  21. You also see a lazy farm peccary with a hooded mistsilk robe elaborately embroidered with gladiolus pattern on it and a freshly painted sign.
  22. Also here: Grandmaster Evaluator Jep, Sarhhat, Agent Bradlie who is crowned by a ring of glimmering stars and Skergaard who is sitting.
  23. Obvious exits: out.
  24.  
  25. >
  26. [Script finished (In 0.6723183 seconds): automapper.cmd(182)]
  27. wealth
  28.  
  29. Wealth:
  30. No Kronars.
  31. No Lirums.
  32. No Dokoras.
  33.  
  34. >
  35.  
  36. *** You have no fine
  37.  
  38. out
  39. out
  40. [Script loaded: automapper.cmd]
  41. out
  42. You walk out.
  43.  
  44. [First Provincial Bank, Lobby]
  45. Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing.
  46. You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth.
  47. Next move: east
  48. Obvious exits: out.
  49.  
  50. out
  51. > Mapped exits: go money-changer's booth, go tellers' windows
  52.  
  53. You walk out.
  54.  
  55. [The Crossing, Hodierna Way]
  56. The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside.
  57. You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment.
  58. Next move: east
  59. Obvious paths: east, southwest, northwest.
  60.  
  61. >
  62. Mapped exits: go provincial bank
  63.  
  64.  
  65. ********************************
  66. MOVE FAILED - Type: real | Movement: out | Depth: 0
  67. Remaining Path: east east east north go oak tower up up
  68. east
  69. east
  70. RETRYING Movement...1 / 5 Tries.
  71. ********************************
  72. You can't go there.
  73. >
  74. [Script finished (In 0.549353 seconds): automapper.cmd(702)]
  75. [AutoMapper] Activating Map: C:\Users\jcrol_000\AppData\Roaming\Genie Client 3\Maps\Map1_Crossing.xml
  76. [ubercombat]: look
  77. You can't go there.
  78. >
  79. [The Crossing, Hodierna Way]
  80. The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside.
  81. You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment.
  82. Obvious paths: east, southwest, northwest.
  83. >
  84. [Script loaded: automapper.cmd]
  85. east
  86. You walk east.
  87.  
  88. [The Crossing, Hodierna Way]
  89. This busy intersection is a conduit for travelers -- wheeled, mounted or on foot -- moving in and out of the Eastern Gate or northwest to the heart of the city. The Orders headquarters stands here, its doors open. Due west is a granite structure, and to the southwest the skyline is dominated by the magnificent High Temple of Zoluren.
  90. You also see a news stand with a couple of things on it and a walkway ramp.
  91. Next move: east
  92. Obvious paths: north, east, south, west.
  93.  
  94. >
  95. Mapped exits: go walkway ramp, go order headquarters
  96.  
  97. east
  98. You walk east.
  99.  
  100. [The Crossing, Hodierna Way]
  101. Much of the heavy traffic that passes along Hodierna Way bespeaks of its place as a vital link through town to the shops, public institutions and the guilds, as well as to the observatory and rocky coast eastward beyond the wall. Part of the rush here, no doubt, is generated by Catrox's Forge, where the repair and refurbishing of arms, armor and shields draws a constant clientele of ardent adventurers.
  102. Next move: north
  103. Obvious paths: east, west.
  104. east
  105.  
  106. >
  107. Mapped exits: go catrox's forge
  108.  
  109. You walk east.
  110.  
  111. [The Crossing, Hodierna Way]
  112. The wall surrounding the town snakes from north to south directly to the east. The towers of the Temple to the west cast a shadow that at times reaches clear to the pointed roof of the structure that guards the Eastern Gate. To the north, a narrow, cheerful street opens up.
  113. Next move: go oak tower
  114. Obvious paths: north, east, west.
  115.  
  116. > north
  117. You walk north.
  118.  
  119. [The Crossing, Dafora Row]
  120. Dafora Row runs along the easternmost path inside the town walls. The backs of shops line the quiet byway, and travelers seeking to bypass the traffic on the main streets bound past, headed north and south on matters of great commercial or personal import.
  121. You also see a tall oak tower.
  122. Next move: up
  123. Obvious paths: north, south.
  124.  
  125. >
  126. Mapped exits: go oak tower
  127.  
  128. go oak tower
  129. [Tower East, Air Floor]
  130. A dark grey carpet decorated with a pattern of crossing black lightning bolts covers the floor, matching the decoration on the grey-painted walls. A constant, low thrum hangs just inside the range of hearing, its source nearby but not readily apparent. Doors spaced in an even circle around the perimeter lead to initiates' private cells.
  131. You also see a modest iron door, a polished oak staircase and a large oak door carved with writhing adders in bas-relief.
  132. Next move: up
  133. Obvious exits: up, out.
  134.  
  135. >
  136. Mapped exits: climb oak staircase
  137.  
  138. up
  139. You walk up.
  140.  
  141. [Tower East, Water Floor]
  142. Deep blue carpeting covers the floor, its surface cut in a manner that suggests the rippling of waves upon the surface of a lake. Bright blue spirals, representing the element of water, fill the walls between a series of doors leading to initiates' private cells. The air here is moist and cool upon the skin.
  143. You also see a modest iron arch and a brass-trimmed oak door.
  144. Obvious exits: up, down.
  145.  
  146. > up
  147.  
  148. >
  149. You continue playing on your copper zills.
  150. >
  151. Learned: Performance
  152.  
  153. You walk up.
  154.  
  155. [Tower East, Fire Floor]
  156. Lush, red carpeting covers the floor, muffling any ambient noise into oblivion. Images of bloated red suns, representing the element of fire, fill the walls between a series of doors leading to initiates' private cells. The air here is significantly warmer than on the tower's other floors, although the reason is not readily apparent.
  157. You also see a modest steel arch, a bronze-edged teak door with a small tapestry of a bright sunset hung from the knocker and a pine door painted with the Great Tower.
  158. Obvious exits: up, down.
  159.  
  160. >
  161. [Script finished (In 3.1716519 seconds): automapper.cmd(182)]
  162.  
  163. > wealth
  164.  
  165. Wealth:
  166. No Kronars.
  167. No Lirums.
  168. No Dokoras.
  169.  
  170. >
  171. *** TIPPING DONE!
  172.  
  173. > perceive
  174. You are a bit too busy performing to do that.
  175. > stop play
  176. You stop playing your song.
  177. > perceive
  178.  
  179. You reach out with your senses and see muted (5/21) streams of golden Holy mana radiating through the area.
  180. Letting your senses extend further, you feel there is immensely more mana below you, and somewhat more mana above you.
  181. You sense the Minor Physical Protection spell upon you, which will last for about twenty-three roisaen.
  182. You sense the Centering spell upon you, which will last for about eight roisaen.
  183. You sense the Major Physical Protection spell upon you, which will last for about eighteen roisaen.
  184. You sense the Divine Radiance spell upon you, which will last for about twenty-two roisaen.
  185. You sense the Bless spell upon you, which will last for about eight roisaen.
  186. You sense the Protection from Evil spell upon you, which will last for about twenty-two roisaen.
  187. Roundtime: 5 sec.
  188. R>
  189. Learned: Attunement
  190.  
  191. > get my steelsilk coat
  192. But that is already in your inventory.
  193. > wear my steelsilk coat
  194. You are already wearing that.
  195. > [ubercombat]: app my steelsilk coat quick
  196.  
  197. The steelsilk coat is light armor.
  198.  
  199. The coat looks like it offers protection for the following areas:
  200.  
  201. right arm
  202. left arm
  203. chest
  204. abdomen
  205. back
  206.  
  207. You guess that a double-breasted coat tailored of dark steelsilk appears to impose moderate (7/15) maneuvering hindrance and light (3/15) stealth hindrance, offering:
  208. high (7/15) protection and very good (8/18) damage absorption for puncture attacks.
  209. very good (6/15) protection and good (7/18) damage absorption for slice attacks.
  210. very good (6/15) protection and moderate (6/18) damage absorption for impact attacks.
  211. good (5/15) protection and somewhat fair (4/18) damage absorption for fire attacks.
  212. moderate (4/15) protection and somewhat fair (4/18) damage absorption for cold attacks.
  213. low (2/15) protection and poor (2/18) damage absorption for electrical attacks.
  214.  
  215. If you were only wearing a double-breasted coat tailored of dark steelsilk your maneuvering would be lightly (4/14) hindered and your stealth would be insignificantly (3/14) hindered.
  216. But considering all the armor and shields you are wearing or carrying, you are currently moderately (7/14) hindered and your stealth is rather (8/14) hindered.
  217.  
  218. You estimate that the steelsilk coat is a bit safeguarded against damage (10/18), and is rather scuffed up (70-79%).
  219.  
  220. The steelsilk coat is incredibly pliant.
  221. You believe that the steelsilk coat probably weighs a few hundred stones.
  222. You think it is likely that the steelsilk coat is worth about 312493 Kronars.
  223. Roundtime: 5 seconds.
  224. R>
  225. Learned: Appraisal
  226.  
  227.  
  228. *** Getting money from bank for repairs
  229.  
  230. [AutoMapper] Goto: Teller
  231. [Script loaded: automapper.cmd]
  232. down
  233. You walk down.
  234.  
  235. [Tower East, Water Floor]
  236. Deep blue carpeting covers the floor, its surface cut in a manner that suggests the rippling of waves upon the surface of a lake. Bright blue spirals, representing the element of water, fill the walls between a series of doors leading to initiates' private cells. The air here is moist and cool upon the skin.
  237. You also see a modest iron arch and a brass-trimmed oak door.
  238. Next move: out
  239. Obvious exits: up, down.
  240.  
  241. > down
  242. You walk down.
  243.  
  244. [Tower East, Air Floor]
  245. A dark grey carpet decorated with a pattern of crossing black lightning bolts covers the floor, matching the decoration on the grey-painted walls. A constant, low thrum hangs just inside the range of hearing, its source nearby but not readily apparent. Doors spaced in an even circle around the perimeter lead to initiates' private cells.
  246. You also see a modest iron door, a polished oak staircase and a large oak door carved with writhing adders in bas-relief.
  247. Next move: south
  248. Obvious exits: up, out.
  249.  
  250. >
  251. Mapped exits: climb oak staircase
  252.  
  253. out
  254. You walk out.
  255.  
  256. [The Crossing, Dafora Row]
  257. Dafora Row runs along the easternmost path inside the town walls. The backs of shops line the quiet byway, and travelers seeking to bypass the traffic on the main streets bound past, headed north and south on matters of great commercial or personal import.
  258. You also see a grizzled old war veteran and a tall oak tower.
  259. Next move: west
  260. Obvious paths: north, south.
  261.  
  262. >
  263. Mapped exits: go oak tower
  264.  
  265. south
  266. You walk south.
  267.  
  268. [The Crossing, Hodierna Way]
  269. The wall surrounding the town snakes from north to south directly to the east. The towers of the Temple to the west cast a shadow that at times reaches clear to the pointed roof of the structure that guards the Eastern Gate. To the north, a narrow, cheerful street opens up.
  270. Next move: west
  271. Obvious paths: north, east, west.
  272. west
  273.  
  274. >
  275. You walk west.
  276.  
  277. [The Crossing, Hodierna Way]
  278. Much of the heavy traffic that passes along Hodierna Way bespeaks of its place as a vital link through town to the shops, public institutions and the guilds, as well as to the observatory and rocky coast eastward beyond the wall. Part of the rush here, no doubt, is generated by Catrox's Forge, where the repair and refurbishing of arms, armor and shields draws a constant clientele of ardent adventurers.
  279. Next move: west
  280. Obvious paths: east, west.
  281.  
  282. >
  283. Mapped exits: go catrox's forge
  284.  
  285. west
  286. You walk west.
  287.  
  288. [The Crossing, Hodierna Way]
  289. This busy intersection is a conduit for travelers -- wheeled, mounted or on foot -- moving in and out of the Eastern Gate or northwest to the heart of the city. The Orders headquarters stands here, its doors open. Due west is a granite structure, and to the southwest the skyline is dominated by the magnificent High Temple of Zoluren.
  290. You also see a news stand with a couple of things on it and a walkway ramp.
  291. Next move: go provincial bank
  292. Obvious paths: north, east, south, west.
  293.  
  294. >
  295. Mapped exits: go walkway ramp, go order headquarters
  296.  
  297. west
  298. You walk west.
  299.  
  300. [The Crossing, Hodierna Way]
  301. The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside.
  302. You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment.
  303. Next move: go tellers' windows
  304. Obvious paths: east, southwest, northwest.
  305.  
  306. >
  307. Mapped exits: go provincial bank
  308.  
  309. go provincial bank
  310. [First Provincial Bank, Lobby]
  311. Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing.
  312. You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth.
  313. Obvious exits: out.
  314.  
  315. >
  316. Mapped exits: go money-changer's booth, go tellers' windows
  317.  
  318. go tellers' windows
  319. [Provincial Bank, Teller]
  320. A neat row of barred windows faces you along a marble counter. Several patrons are already busy but there seems to be one window available. The clerk smiles at you and beckons you over.
  321. You also see a lazy farm peccary with a hooded mistsilk robe elaborately embroidered with gladiolus pattern on it and a freshly painted sign.
  322. Also here: Grandmaster Evaluator Jep, Sarhhat, Agent Bradlie who is crowned by a ring of glimmering stars and Skergaard who is sitting.
  323. Obvious exits: out.
  324.  
  325. >
  326. [Script finished (In 4.3289154 seconds): automapper.cmd(182)]
  327.  
  328. [ubercombat]: withdraw 40 gold
  329. >
  330. The clerk counts out 40 gold Kronars and hands them over, making a notation in her ledger.
  331. >
  332. **** LOADED Nizukal VARIABLES
  333. ==================
  334. * REPAIRING ARMOR
  335. ==================
  336. [AutoMapper] Goto: Catrox's Forge
  337. [Script loaded: automapper.cmd]
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