Guest User

Untitled

a guest
Oct 20th, 2017
411
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
Python 21.33 KB | None | 0 0
  1. """
  2. Evennia - Ainneve Project.
  3.  
  4. Batchcode: Central Area of Riverport.
  5.  
  6.                M - L - K
  7.                  \ | X | \
  8.                    H - I - J
  9.                    | X | X |
  10.                    G - F - E
  11.                    |   |   |
  12.               A* - B - C - D
  13.                    |
  14.                    N
  15.                     \
  16.                      O
  17.  
  18. A - Kai River Bridge * Starting Location    I - Meadow Room #5
  19. B - Eastern Road Segment #1                 J - Meadow Room #6
  20. C - Eastern Road Segment #2                 K - Meadow Room #7
  21. D - Eastern Road Segment #3                 L - Meadow Room #8
  22. E - Meadow Room #1                          M - Meadow Room #9
  23. F - Meadow Room #2                          N - Shrine Path
  24. G - Meadow Room #3                          O - Shrine Entrance
  25. H - Meadow Room #4                          O - Shrine of Grass
  26.  
  27. This is a batch file utilised by the batchcode processor to build your game
  28. externally. The batchcode processor lets you use Evennia's API to code your
  29. world in full-fledged Python code. For more information see:
  30.    https://github.com/evennia/evennia/wiki/Batch-Code-Processor
  31.  
  32. To use:
  33.    # From a superuser account in game.
  34.    @batchcode path.to.batchcodefile
  35.  
  36. Where path.to.batchcodefile is the path to a batch-code file. Such a file
  37. should have a name ending in ".py" (but you shouldn't include that in the
  38. path). The path is given like a python path relative to a folder you define
  39. to hold your batch files, set by BATCH_IMPORT_PATH in your settings. Default
  40. folder is (assuming your game is called "mygame") mygame/world/. So if you
  41. want to run the example batch file in mygame/world/batch_code.py, you could
  42. simply use
  43.  
  44.    @batchcode batch_code
  45. """
  46.  
  47. from evennia import create_object
  48. from typeclasses import rooms, exits
  49.  
  50. # INITIAL ROOM SETUP
  51. # Rooms will be cross referenced throughout the batch file, such as in exits.
  52. # To avoid referencing non-existent rooms they should be created first.
  53.  
  54. bridge = create_object(rooms.Room, key="Kai River Bridge",
  55.                        aliases=["riverport#01"])
  56. road1 = create_object(rooms.Room, key="Along the Road",
  57.                       aliases=["riverport#02"])
  58. road2 = create_object(rooms.Room, key="Along the Road",
  59.                       aliases=["riverport#03"])
  60. road3 = create_object(rooms.Room, key="Along the Road",
  61.                       aliases=["riverport#04"])
  62. meadow1 = create_object(rooms.Room, key="Grassy Meadow",
  63.                         aliases=["riverport#05"])
  64. meadow2 = create_object(rooms.Room, key="Grassy Meadow",
  65.                         aliases=["riverport#06"])
  66. meadow3 = create_object(rooms.Room, key="Grassy Meadow",
  67.                         aliases=["riverport#07"])
  68. meadow4 = create_object(rooms.Room, key="Grassy Meadow",
  69.                         aliases=["riverport#08"])
  70. meadow5 = create_object(rooms.Room, key="Meadow Oak",
  71.                         aliases=["riverport#09"])
  72. meadow6 = create_object(rooms.Room, key="Grassy Meadow",
  73.                         aliases=["riverport#10"])
  74. meadow7 = create_object(rooms.Room, key="Grassy Meadow",
  75.                         aliases=["riverport#11"])
  76. meadow8 = create_object(rooms.Room, key="Shadowy Grove",
  77.                         aliases=["riverport#12"])
  78. meadow9 = create_object(rooms.Room, key="Grassy Meadow",
  79.                         aliases=["riverport#13"])
  80. shrine1 = create_object(rooms.Room, key="A Dirt Path",
  81.                         aliases=["riverport#14"])
  82. shrine2 = create_object(rooms.Room, key="The Grassy Knoll",
  83.                         aliases=["riverport#15"])
  84. shrine3 = create_object(rooms.Room, key="Shrine of Grass",
  85.                         aliases=["riverport#16"])
  86.  
  87. # INDIVIDUAL ROOM SETUP
  88. # Now we can move through each room and fill in the details.
  89.  
  90. """
  91. A - Kai River Bridge * Starting Location
  92.                    A* - B
  93. """
  94.  
  95. # ROOM DETAILS
  96. bridge.db.desc = """\
  97. You stand in the middle of an ancient |wbridge|n spanning the |gKai River|n.
  98.  
  99. The |wriver|n runs from the north to the south, and a well-traveled |wroad|n
  100. runs east and west.
  101. """
  102.  
  103. bridge.db.terrain = "EASY"
  104. bridge.tags.add("riverport", category="zone")
  105.  
  106. bridge.db.details["bridge"] = """\
  107. The heavy timbers of the bridge appear sturdy enough to allow a merchant's
  108. cart to cross. The wood is carved ornately and is covered in undulating
  109. patterns of texture.
  110. """
  111.  
  112. bridge.db.details["river"] = """\
  113. Looking north, you see the river as it winds its way through the town
  114. of Riverport. A small island dotted with trees appears to your left
  115. not far away, and beyond it, a second bridge in the northern section of
  116. the city.
  117.  
  118. Looking south, the |gKai|n heads toward its destination, the placid
  119. |gAiiro Lake|n.
  120. """
  121.  
  122. bridge.db.details["road"] = """\
  123. To the |weast|n, the town's main road stretches out before you, leading
  124. past the river's edge and through a clearing in the trees that stand
  125. restfully along the banks of the Kai.
  126.  
  127. To the |wwest|n in the distance, you can see |gZodiac Square|n, the
  128. commercial center of Riverport.
  129. """
  130.  
  131. # EXITS
  132. bridge_ex1 = create_object(exits.Exit, key="East", aliases=["e"],
  133.                            location=bridge, destination=road1)
  134.  
  135. # NPCS/OBJECTS
  136.  
  137. """
  138. B - Eastern Road Segment #1
  139.                    G
  140.                    |
  141.               A* - B - C
  142.                    |
  143.                    N
  144. """
  145.  
  146. # ROOM DETAILS
  147. road1.db.desc = """\
  148. The road stretches on to the east and west. Surrounded by green meadows
  149. on either side, the paving stones of this stretch of road are worn, but
  150. well-maintained. In the distance, you hear the sound of burbling water
  151. coming from the |gRiver Kai|n.
  152.  
  153. To the north, a grassy meadow extends along the banks of the |gKai|n.
  154. """
  155.  
  156. road1.db.terrain = "EASY"
  157. road1.tags.add("riverport", category="zone")
  158.  
  159. # EXITS
  160. road1_ex1 = create_object(exits.Exit, key="North", aliases=["n"],
  161.                           location=road1, destination=meadow3)
  162. road1_ex2 = create_object(exits.Exit, key="East", aliases=["e"],
  163.                           location=road1, destination=road2)
  164. road1_ex3 = create_object(exits.Exit, key="South", aliases=["s"],
  165.                           location=road1, destination=shrine1)
  166. road1_ex4 = create_object(exits.Exit, key="West", aliases=["w"],
  167.                           location=road1, destination=bridge)
  168. # NPCS/OBJECTS
  169.  
  170. """
  171. C - Eastern Road Segment #2
  172.                    F
  173.                    |  
  174.                B - C - D
  175. """
  176.  
  177. # ROOM DETAILS
  178. road2.db.desc = """\
  179. The road stretches on to the east and west. Surrounded by green meadows
  180. on either side, the paving stones of this stretch of road are worn, but
  181. well-maintained.
  182. """
  183.  
  184. road1.db.terrain = "EASY"
  185. road1.tags.add("riverport", category="zone")
  186. # EXITS
  187. road2_ex1 = create_object(exits.Exit, key="North", aliases=["n"],
  188.                           location=road2, destination=meadow2)
  189. road2_ex2 = create_object(exits.Exit, key="East", aliases=["e"],
  190.                           location=road2, destination=road3)
  191. road2_ex3 = create_object(exits.Exit, key="West", aliases=["w"],
  192.                           location=road2, destination=road1)
  193.  
  194. # NPCS/OBJECTS
  195.  
  196. """
  197. D - Eastern Road Segment #3
  198.                    E
  199.                    |
  200.                C - D
  201. """
  202.  
  203. # ROOM DETAILS
  204. road3.db.desc = """\
  205. The road stretches on to the east and west. Surrounded by green meadows
  206. on either side, the paving stones of this stretch of road are worn, but
  207. well-maintained.
  208. """
  209.  
  210. road3.db.terrain = "EASY"
  211. road3.tags.add("riverport", category="zone")
  212.  
  213. # EXITS
  214. road3_ex1 = create_object(exits.Exit, key="North", aliases=["n"],
  215.                           location=road3, destination=meadow1)
  216. road3_ex2 = create_object(exits.Exit, key="West", aliases=["w"],
  217.                           location=road3, destination=road2)
  218.  
  219. # NPCS/OBJECTS
  220.  
  221. """
  222. E - Meadow Room #1
  223.                I - J
  224.                | X |
  225.                F - E
  226.                    |
  227.                    D
  228. """
  229.  
  230. # ROOM DETAILS
  231. meadow1.db.desc = """\
  232. A carpet of grass spreads out before you, bordered on the south edge by
  233. the main road of Riverport.
  234. """
  235.  
  236. meadow1.db.terrain = "EASY"
  237. meadow1.tags.add("riverport", category="zone")
  238.  
  239. # EXITS
  240. meadow1_ex1 = create_object(exits.Exit, key="North", aliases=["n"],
  241.                             location=meadow1, destination=meadow6)
  242. meadow1_ex2 = create_object(exits.Exit, key="South", aliases=["s"],
  243.                             location=meadow1, destination=road3)
  244. meadow1_ex3 = create_object(exits.Exit, key="West", aliases=["w"],
  245.                             location=meadow1, destination=meadow2)
  246. meadow1_ex4 = create_object(exits.Exit, key="North West", aliases=["nw"],
  247.                             location=meadow1, destination=meadow5)
  248. # NPCS/OBJECTS
  249.  
  250. """
  251. F - Meadow Room #2
  252.                H - I - J
  253.                | X | X |
  254.                G - F - E
  255.                    |    
  256.                    C    
  257. """
  258.  
  259. # ROOM DETAILS
  260. meadow2.db.desc = """\
  261. A carpet of grass spreads out before you, bordered on the south edge by
  262. the main road of Riverport. To the north, you see a large tree in the
  263. distance.
  264. """
  265.  
  266. meadow2.db.terrain = "EASY"
  267. meadow2.tags.add("riverport", category="zone")
  268.  
  269. # EXITS
  270. meadow2_ex1 = create_object(exits.Exit, key="North", aliases=["n"],
  271.                             location=meadow2, destination=meadow5)
  272. meadow2_ex2 = create_object(exits.Exit, key="North East", aliases=["ne"],
  273.                             location=meadow2, destination=meadow6)
  274. meadow2_ex3 = create_object(exits.Exit, key="East", aliases=["e"],
  275.                             location=meadow2, destination=meadow1)
  276. meadow2_ex4 = create_object(exits.Exit, key="South", aliases=["s"],
  277.                             location=meadow2, destination=road2)
  278. meadow2_ex5 = create_object(exits.Exit, key="West", aliases=["w"],
  279.                             location=meadow2, destination=meadow3)
  280. meadow2_ex6 = create_object(exits.Exit, key="North West", aliases=["nw"],
  281.                             location=meadow2, destination=meadow4)
  282. # NPCS/OBJECTS
  283.  
  284. """
  285. G - Meadow Room #3
  286.                    H - I
  287.                    | X |
  288.                    G - F
  289.                    |  
  290.                    B
  291. """
  292.  
  293. # ROOM DETAILS
  294. meadow3.db.desc = """\
  295. Bordered to the west by the murmuring waters of the |gRiver Kai|n, this sun
  296. drenched meadow is carpeted with short grass. Along the river bank, tall
  297. reeds no doubt hide the homes of river-going critters.
  298.  
  299. To the south, you see the main road that passes through the center of
  300. Riverport.
  301. """
  302.  
  303. meadow3.db.terrain = "EASY"
  304. meadow3.tags.add("riverport", category="zone")
  305.  
  306. # EXITS
  307. meadow3_ex1 = create_object(exits.Exit, key="North", aliases=["n"],
  308.                             location=meadow3, destination=meadow4)
  309. meadow3_ex2 = create_object(exits.Exit, key="North East", aliases=["ne"],
  310.                             location=meadow3, destination=meadow5)
  311. meadow3_ex3 = create_object(exits.Exit, key="East", aliases=["e"],
  312.                             location=meadow3, destination=meadow2)
  313. meadow3_ex4 = create_object(exits.Exit, key="South", aliases=["s"],
  314.                             location=meadow3, destination=road1)
  315.  
  316. # NPCS/OBJECTS
  317.  
  318. """
  319. H - Meadow Room #4
  320.                M - L - K
  321.                  \ | X |
  322.                    H - I
  323.                    | X |
  324.                    G - F
  325. """
  326.  
  327. # ROOM DETAILS
  328. meadow4.db.desc = """\
  329. Bordered to the west by the murmuring waters of the |gRiver Kai|n, this sun
  330. drenched meadow is carpeted with short grass. Along the river bank, tall
  331. reeds no doubt hide the homes of river-going critters.
  332. """
  333.  
  334. meadow4.db.terrain = "EASY"
  335. meadow4.tags.add("riverport", category="zone")
  336.  
  337. # EXITS
  338. meadow4_ex1 = create_object(exits.Exit, key="North", aliases=["n"],
  339.                             location=meadow4, destination=meadow8)
  340. meadow4_ex2 = create_object(exits.Exit, key="North East", aliases=["ne"],
  341.                             location=meadow4, destination=meadow7)
  342. meadow4_ex3 = create_object(exits.Exit, key="East", aliases=["e"],
  343.                             location=meadow4, destination=meadow5)
  344. meadow4_ex4 = create_object(exits.Exit, key="South East", aliases=["se"],
  345.                             location=meadow4, destination=meadow2)
  346. meadow4_ex5 = create_object(exits.Exit, key="South", aliases=["s"],
  347.                             location=meadow4, destination=meadow3)
  348. meadow4_ex6 = create_object(exits.Exit, key="North West", aliases=["nw"],
  349.                             location=meadow4, destination=meadow9)
  350. # NPCS/OBJECTS
  351.  
  352. """
  353. I - Meadow Room #5
  354.                L - K
  355.                | X |
  356.                H - I - J
  357.                | X | X |
  358.                G - F - E
  359. """
  360.  
  361. # ROOM DETAILS
  362. meadow5.db.desc = """\
  363. A massive broad-leafed tree stands in the middle of a carpet of green grass.
  364. A light breeze wafts through its branches, and you hear the gentle rustling
  365. of leaves from above.
  366.  
  367. The steady presence of this tree fills you with a sense of serenity despite
  368. a dark and shady-looking grove of trees to the northwest.
  369. """
  370.  
  371. meadow5.db.terrain = "EASY"
  372. meadow5.tags.add("riverport", category="zone")
  373.  
  374. meadow5.db.details["tree"] = """\
  375. The tree's huge trunk is far too big for a normal-sized human to reach their
  376. arms around. It is by far the tallest structure in central Riverport.
  377. """
  378.  
  379. # EXITS
  380. meadow5_ex1 = create_object(exits.Exit, key="North", aliases=["n"],
  381.                             location=meadow5, destination=meadow7)
  382. meadow5_ex2 = create_object(exits.Exit, key="East", aliases=["e"],
  383.                             location=meadow5, destination=meadow6)
  384. meadow5_ex3 = create_object(exits.Exit, key="South East", aliases=["se"],
  385.                             location=meadow5, destination=meadow1)
  386. meadow5_ex4 = create_object(exits.Exit, key="South", aliases=["s"],
  387.                             location=meadow5, destination=meadow2)
  388. meadow5_ex5 = create_object(exits.Exit, key="South West", aliases=["sw"],
  389.                             location=meadow5, destination=meadow3)
  390. meadow5_ex6 = create_object(exits.Exit, key="West", aliases=["w"],
  391.                             location=meadow5, destination=meadow4)
  392. meadow5_ex7 = create_object(exits.Exit, key="North West", aliases=["nw"],
  393.                             location=meadow5, destination=meadow8)
  394.  
  395. # NPCS/OBJECTS
  396.  
  397. # TODO
  398. """
  399. # add a testing NPC wolf
  400. @spawn "WOLF"
  401. #
  402. # set his sdesc; this is unfortunate
  403. #
  404. @py w=me.search("wolf"); w.sdesc.add("Ol' Scurvy")
  405. #
  406. @desc Ol' Scurvy = Wretched and fearsome-looking, the wolf growls as the fur
  407. on its back|/bristles at the sight of hapless travelers.
  408. #
  409. # give him a weapon
  410. #
  411. @create/drop a vicious bite;jaws:typeclasses.weapons.TwoHandedWeapon
  412. #
  413. @set jaws/slots = ['wield']
  414. #
  415. @py t=me.search('jaws');w=me.search("Ol' Scurvy");t.move_to(w, quiet=True);
  416. me.msg(w.equip.add(t))
  417. """
  418.  
  419. """
  420. J - Meadow Room #6
  421.                K
  422.                | \
  423.                I - J
  424.                | X |
  425.                F - E
  426. """
  427.  
  428. # ROOM DETAILS
  429. meadow6.db.desc = """\
  430. A carpet of grass spreads out before you, bordered on the east edge by
  431. the ring road of Riverport. To the west, you see a large tree in the
  432. distance.
  433. """
  434.  
  435. meadow6.db.terrain = "EASY"
  436. meadow6.tags.add("riverport", category="zone")
  437.  
  438. # EXITS
  439. meadow6_ex1 = create_object(exits.Exit, key="South", aliases=["s"],
  440.                             location=meadow6, destination=meadow1)
  441. meadow6_ex2 = create_object(exits.Exit, key="South West", aliases=["se"],
  442.                             location=meadow6, destination=meadow2)
  443. meadow6_ex3 = create_object(exits.Exit, key="West", aliases=["w"],
  444.                             location=meadow6, destination=meadow5)
  445. meadow6_ex4 = create_object(exits.Exit, key="North West", aliases=["nw"],
  446.                             location=meadow6, destination=meadow7)
  447.  
  448. # NPCS/OBJECTS
  449.  
  450. """
  451. K - Meadow Room #7
  452.                L - K
  453.                | X | \
  454.                H - I - J
  455. """
  456.  
  457. # ROOM DETAILS
  458. meadow7.db.desc = """\
  459. A carpet of grass spreads out before you. To the east you see buildings
  460. in the distance, and to the south, a large tree rises from the grassy
  461. meadow. To the west looms a dark, dense grove of trees that looks like
  462. it would be difficult to travel through.
  463. """
  464.  
  465. meadow7.db.terrain = "EASY"
  466. meadow7.tags.add("riverport", category="zone")
  467.  
  468. # EXITS
  469. meadow7_ex1 = create_object(exits.Exit, key="South East", aliases=["se"],
  470.                             location=meadow7, destination=meadow6)
  471. meadow7_ex2 = create_object(exits.Exit, key="South", aliases=["s"],
  472.                             location=meadow7, destination=meadow5)
  473. meadow7_ex3 = create_object(exits.Exit, key="South West", aliases=["sw"],
  474.                             location=meadow7, destination=meadow4)
  475. meadow7_ex4 = create_object(exits.Exit, key="West", aliases=["w"],
  476.                             location=meadow7, destination=meadow8)
  477.  
  478. # NPCS/OBJECTS
  479.  
  480. """
  481. L - Meadow Room #8
  482.                M - L - K
  483.                  \ | X |
  484.                    H - I
  485. """
  486.  
  487. # ROOM DETAILS
  488. meadow8.db.desc = """\
  489. As you squeeze between the densely-packed vegetation, you notice that most of
  490. the sunlight is blocked by the thick canopy of trees in this grove. You hear
  491. the sound of something moving in the underbrush and prepare for the worst...
  492. """
  493.  
  494. meadow8.db.terrain = "VEGETATION"
  495. meadow8.db.capacity = 7
  496. meadow8.tags.add("riverport", category="zone")
  497.  
  498. # EXITS
  499. meadow8_ex1 = create_object(exits.Exit, key="East", aliases=["e"],
  500.                             location=meadow8, destination=meadow7)
  501. meadow8_ex2 = create_object(exits.Exit, key="South East", aliases=["se"],
  502.                             location=meadow8, destination=meadow5)
  503. meadow8_ex3 = create_object(exits.Exit, key="South", aliases=["s"],
  504.                             location=meadow8, destination=meadow4)
  505. meadow8_ex4 = create_object(exits.Exit, key="West", aliases=["w"],
  506.                             location=meadow8, destination=meadow9)
  507.  
  508. # NPCS/OBJECTS
  509.  
  510. """
  511. M - Meadow Room #9
  512.                M - L
  513.                  \ |
  514.                    H
  515. """
  516.  
  517. # ROOM DETAILS
  518. meadow9.db.desc = """\
  519. Bordered to the west by the murmuring waters of the |gRiver Kai|n, this sun
  520. drenched meadow is carpeted with short grass. Along the river bank, tall
  521. reeds rise higher, and beyond them, you see a small island, dotted with trees,
  522. standing in the middle of the rushing waters.
  523. """
  524.  
  525. meadow9.db.terrain = "EASY"
  526. meadow9.tags.add("riverport", category="zone")
  527.  
  528. # EXITS
  529. meadow9_ex1 = create_object(exits.Exit, key="East", aliases=["e"],
  530.                             location=meadow9, destination=meadow8)
  531. meadow9_ex2 = create_object(exits.Exit, key="South East", aliases=["se"],
  532.                             location=meadow9, destination=meadow4)
  533.  
  534. # NPCS/OBJECTS
  535.  
  536. """
  537. N - Shrine Path
  538.                    B
  539.                    |
  540.                    N
  541.                     \
  542.                      O
  543. """
  544.  
  545. # ROOM DETAILS
  546. shrine1.db.desc = """\
  547. A dirt |wpath|n leads through a grassy feald.
  548.  
  549. To the west, reeds rise along the shores of the |gKai|n. To the southeast, a
  550. grove of trees that look as though they were positioned intentionally shrouds
  551. a small, ancient building in the distance.
  552. """
  553.  
  554. shrine1.db.terrain = "EASY"
  555. shrine1.tags.add("riverport", category="zone")
  556.  
  557. shrine1.db.details["path"] = """\
  558. The path is simply a stretch of meadow grass worn thin, tamped down by the feet
  559. of pilgrims and mourners for the fallen on the way to the |gShrine of Grass|n.
  560. """
  561.  
  562. # EXITS
  563. shrine1_ex1 = create_object(exits.Exit, key="North", aliases=["n"],
  564.                             location=shrine1, destination=road1)
  565. shrine1_ex2 = create_object(exits.Exit, key="South East", aliases=["se"],
  566.                             location=shrine1, destination=shrine2)
  567.  
  568. # NPCS/OBJECTS
  569.  
  570. """
  571. O - Shrine Entrance
  572.                    N
  573.                     \
  574.                      O
  575. """
  576.  
  577. # ROOM DETAILS
  578. shrine2.db.desc = """\
  579. You enter a circle of trees and come upon a small stone structure. You
  580. can see a large, open |warchway|n on one side of the shrine. There is
  581. no caretaker to be seen, but the area is well-kept, and you can see wisps
  582. of smoke rising to the sky above the clearing.
  583. """
  584.  
  585. shrine2.db.terrain = "EASY"
  586. shrine2.tags.add("riverport", category="zone")
  587. shrine2.tags.add("no_attack", category="flags")
  588.  
  589. # EXITS
  590. shrine2_ex1 = create_object(exits.Exit, key="North East", aliases=["ne"],
  591.                             location=shrine2, destination=shrine1)
  592. shrine2_ex2 = create_object(exits.Exit, key="Archway",
  593.                             aliases=["arch", "shrine", "door"],
  594.                             location=shrine2, destination=shrine3)
  595.  
  596. # NPCS/OBJECTS
  597.  
  598. """
  599. O - Shrine of Grass
  600.                      O
  601. """
  602.  
  603. # ROOM DETAILS
  604. shrine3.db.desc = """\
  605. The smooth stones of the shrine's floor and walls surround you, and you feel
  606. energy surging within them. You see trees looming before an open sky through
  607. the tall, open |warchway|n at the front of the shrine. A fire burning at the
  608. center of what appears to be a shallow pool of shimmering purple liquid is
  609. opposite the archway.
  610. """
  611.  
  612. shrine3.db.terrain = "EASY"
  613. shrine3.tags.add("riverport", category="zone")
  614. shrine3.tags.add("no_attack", category="flags")
  615.  
  616. # EXITS
  617. shrine3 = create_object(exits.Exit, key="Archway",
  618.                         aliases=["door", "arch", "out"],
  619.                         location=shrine3, destination=shrine2)
  620.  
  621. # NPCS/OBJECTS
Add Comment
Please, Sign In to add comment