-
Notifications
You must be signed in to change notification settings - Fork 0
/
MysticCity_52.gdf
357 lines (281 loc) · 8.74 KB
/
MysticCity_52.gdf
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
GDF 5.0 Mystic City - Populated! // Magic word, version number, and Environment name.
PLACES 14 // Fourteen Places in this file
// In this test file, the first 6 room numbers are chosen in an X-Y fashion
// The tens digit indicates the column and the units digit indicates the row
12 Entrance Hall //EH
3
You are standing in the entrance hall of the great six-room dungeon
There are doors to the east and north, and a stairway leading down
The main exit ( from the game ) is to the west
13 Ogre's Lair // OL
2
You have entered the Ogre's Lair! Better leave before he wakes up . . .
There are doors to the south and the east
23 Treasure Storeroom // TS
2
You have found a storeroom full of gold, jewels, and treasure!
There are doors to the north, south, and east.
22 Pool of Enchantment // PE
4
You are in a round room with a clear enchanting pool of water.
There are doors to the north and west.
There is a slide leading downwards to the floor below.
You can go down safely, but you might not be able to get back up.
21 Potions Lab // PL
3
There is a cauldron of thick green goop here,
bubbling slowly over a cool blue flame.
Doors lead to the west and east.
11 Potions Storeroom // PS
3
This room has shelves full of bottles and jars
Some labels read "Powdered bat's wings" and "Toad eyes".
There is a door to the east, and a stairway leading up.
//The next set of rooms is version 1 of the catacombs.
//You need to travel through and back in order to get to the stage 2 of the game,
//This is why these rooms are in the shape of the number 2
101 Room 101 //C1
2
This is room 101 of the catacombs
There are doors to the west and northeast
102 Room 102 //C2
2
This is room 102 of the catacombs
There are doors to the southeast and southwest
103 Room 103 //C3
2
This is room 103 of the catacombs
There are doors to the east, northwest, and south-southeast
104 Room 104 //C4
2
This is room 104 of the catacombs
There are doors to the north-northwest and west-southwest
105 Room 105 //C5
2
This is room 105 of the catacombs
There are doors to the east-northeast and south-southwest
106 Room 106 //C6
2
This is room 106 of the catacombs
There are doors to the south and north-northeast
107 Room 107 //C7
3
This is room 107 of the catacombs
On the wall is written "XYZZY"
There are doors to the north, south, and east-southeast
108 Room 108 //C8
2
This is room 108 of the catacombs
There are doors to the east and west-northwest
DIRECTIONS 35 //Thirty five directions defined ( No number 15 )
//Direction numbers are chosen arbitrarily from top to bottom and left to right
1 23 N 13 0 // TS to OL
2 13 E -23 1002 // OL to TS, locked
3 13 S 12 0 // OL to EH
4 12 N 13 0 // EH to OL
5 22 N -23 1002 // PE to TS, locked
6 23 S -22 1003 // TS to PE, locked0-
7 12 W 1 0 // EH to Exit
8 12 E 22 0 // EH to PE
9 22 W 12 0 // PE to EH
10 12 D -11 1001 // EH to PS, locked
11 11 U -12 1001 // PS to EH, locked
12 22 D 21 0 // PE to PL
13 21 W -11 1001 // PL to PS, locked
14 11 E 21 0 // PS to PL
// REMOVED: 15 21 E 0 0 // PL to nowhere, locked
16 21 E 101 0 //PL to C1
17 101 NE 102 0 //C1 to C2
18 102 SE 103 0 //C2 to C3
19 103 SSE 104 0 //C3 to C4
20 104 WSW 105 0 //C4 to C5
21 105 SSW 106 0 //C5 to C6
22 106 S 107 0 //C6 to C7
23 107 ESE 108 0 //C7 to C8
24 108 WNW 107 0 //C8 to C7
25 107 N 106 0 //C7 to C6
26 106 NNE 105 0 //C6 to C5
27 105 ENE 104 0 //C5 to C4
28 104 NNW 103 0 //C4 to C3
29 103 NW 102 0 //C3 to C2
30 102 SW 101 0 //C2 to C1
31 101 W 21 0 //C1 to PL
32 108 E 0 0 // C8 to nowhere, locked
// New paths added in version 3.0
33 23 E 0 0 // TS to nowhere, locked
34 103 E 0 0 // C3 to nowhere, locked
35 107 S 0 0 // C7 to nowhere, locked
36 106 NW 11 0 // C6 to PS, shortcut
// CHARACTERS section is new, and has not been tested
CHARACTERS 4 // Really should have more, but let's start with two of each.
PLAYER 12 // A player in the Entrance Hall, where expected
42 Zaphod Beeblrox
2
Zaphod Beeblebrox is the President of the Universe
He has 2 heads and 3 arms, and likes to have a good time.
NPC 13 // An Ogre is a non-player character Hanging out in the Ogre's Lair
2 The Ugly Green Ogre
2
The Ugly Green Ogre is huge, green, slimy, and ill-tempered.
He can't stand up in a normal room, which has lead to a permanent slouch.
NPC 0 // Where oh where can the Leprechaun be ?
3 A Cheerful Leprechaun
1
The Cheerful Leprechaun sings and dances about his pot o' gold !
PLAYER 0 // A player in a random spot? Interesting!
10 Lost Wanderer
3
This lost wanderer needs help.
He took a wrong turn somewhere, and now can't find the way out!
Not all who wander are lost, but this one is.
ARTIFACTS 21 // Semi-random artifacts - New ones at the beginning. Add a line for Quantity (later)
// weapons
// potions
// magic
// craftable
// gems
// scrolls
// keys
// maps
-42 //change description of the room when used
30 0 1 0 Torch //artifact
0
1
Lighten up's this bitch
12
129 100 3 0 Fire Blade //weapon
35
3
A legendary sword wielded by the some of the great defeneders of the
city. Wielding this sword comes with a great responsibility and feeling
of leadership.
11
228 2 2 0 Toad eyes //Potions and magic
25
1
Jar full of tiny eyeballs that seems to stare right back at us.
11
227 2 2 0 Powdered bat's wings //potions and magic
30
2
Dark power in a glossy bottle that reads, "Can cause blinding dust
if left open". Maybe it can be used to make a weapon or a trap perhaps?
0 //Change later to accomated the parchment "map location"
526 10 1 0 Recipe Book //skill improvement
1
3
Recipe Book contains the recipes to make shield potions, armor,
etc using Wood, Metal, and other craftable items. Will only give recipe
to craft the item to level one.
0
425 1 1 0 Wood //materials for armor
50
2
Wood is lighter and can be used to make low grade armor, weapons
and containers. Requires crafting skills/recepies to craft items.
0
424 2 5 0 Metal //materials for armor
40
2
Metal is found in certain rooms, and can be used to craft weapons,
traps, and armor. Requires crafting skills/recipes to craft items.
//Seperating the new articats from old ones.
-42
621 20 10 0 Hitchiker's Guide //map
0
2
The Hitchiker's Guide appears as a small leather-bound book,
with images of stars and planets on the cover.
-3
22 100 20 0 Pot O Gold //points
100
1
This pot o' gold is filled with shiny gold coins.
0
23 10 1 0 Four-Leaf Clover //luck or points
1
1
This four-leaf clover has been gold plated, to form a beautiful pendant.
23
1 1000 -1 0 Jewel-encrusted chest // Too heavy to move! --- points
500
4
The chest is about two feet by 3 feet by 2 feet high.
It appears to be made of solid gold, encrusted with
diamonds, emeralds, rubies, and sapphires.
It is also locked, and too heavy to move.
23
2 100 1 0 Golden chalice //points and magic
1
2
The chalice is about 6 inches high, with a
finely detailed design in white and yellow gold.
11
203 100 1 0 Purple potion //potions and magic
80
3
The potion is in a small stoppered glass bottle.
The purple fluid swirls and shimmers invitingly.
There seems to be one good dose in the bottle.
101
304 50 1 0 Holly wand //magic
1
1
This wand is light and delicate, fashioned of holly wood.
11
505 50 1 0 Parchment scroll //map, skill and instruction
1
1
The scroll just says "XYZZY"
105
6 100 1 0 Sparkling rubies //points
3
1
The rubies are bright, shiny, and fiery red!
103
107 40 1 0 Oak mallet //weapon
1
2
This is a large wooden mallet, with a 3-foot handle
and a large wooden head about 6 inches in diameter.
12
808 20 1 0 Leather bag //inventory expansion
200
1
This large leather bag looks like it would hold a lot.
13
709 11 2 1001 Brass key // Potions storeroom
1
2
This is a small brass key with some discoloration,
As if some strong chemicals have spilled on it.
108
710 12 2 1002 Golden key // Treasure room
1
1
This beautifully filigreed golden key has "TS" inscribed on it.
22
711 10 1 1003 Ivory key // TS to PE
1
2
This key is made of finely carved ivory.
It looks like it took a long time to make.
RECIPES 3 //for now only 5
Wood Armour //Name
31 25 50 //ID quantity shield
25 //Artifact IDs
2
Made of wooden palletes, absorbs 50% of the damage and increases
the shield by 50
Metal Armour //Name
32 40 100 //ID quantity shield
24 //Artifact IDs
2
Made of Metal plates and absorbs about 75% of the damage and
increases the shield by 100&
Shield Potions
33 20 75
27 3 //Artifact IDs
2
Made by mixing Powdered Bat's wings and Purple Potion, drinking this
potion increases the health by 75%