Author Topic: Salt Merchant's scripted entity submission thread  (Read 2074 times)

Salt Merchant

  • Posts: 1663
Salt Merchant's scripted entity submission thread
« on: July 13, 2006, 04:38:42 PM »
The intent of this thread is to serve as a place for me to submit ideas for and descriptions of scripted objects and NPCs as they occur, rather than to create a new thread each time I have a brainstorm.
Lunch makes me happy.

Salt Merchant

  • Posts: 1663
Sundial sculpture
« Reply #1 on: July 13, 2006, 04:41:56 PM »
#1

type:
object

location:
somewhere in the Commoner's Quarter in Allanak in public view

material properties:
granite, not flammable, too heavy to lift except perhaps by a half-giant on steroids

keywords:
scupture hand sundial gnomon

sdesc:
a sculpture bearing a sundial

ldesc:
An enormous stone hand grips a large sundial here.

desc:
Code: [Select]
 A gigantic, withered hand, carved from a single massive piece of grey rock, thrusts starkly upward here. Much attention has been paid by the sculptor to rendering its creases and lines. Indeed, it would be remarkable in its resemblance to an ancient man's hand save for the sharply pointed claw at the end of each bony finger.
  Held by the hand is the large disk of a sundial. Its seven divisions, each representing an hour of the day, are divided by long-tailed lizards in bas relief, and the cruelly-spiked gnomon (x).



(x) depends on the time of day and visibility due to storms.

Good visibility:

dawn:
(x) = has not yet caught the light of dawn.

early morning:
(x) = casts a long shadow over a symbol of a small, hollow sun.

late morning:
(x) = casts a crisp shadow over a symbol of large, hollow sun.

high sun:
(x) = casts a sliver of a shadow over a symbol of a huge, stippled sun.

early afternoon:
(x) = casts a well-defined shadow over a symbol of large, solid sun.

late afternoon:
(x) = casts an extended shadow over a symbol of a small, solid sun.

dusk:
(x) = fails to catch the dwindling light of dusk.

moonless night:
(x) = throws eerie shadows into the surrounding darkness.

Lirathu is up:
(x) = produces a dim shadow in Lirathu's pale light.

Jihae is up:
(x) = casts a dark shadow in Jihae's red light.

Both Lirathu and Jihae are up:
(x) = forms mixed shadows of different colors in the combined moonlight.

Poor visibility:

daytime:
(x) = is thwarted in its duty by the blowing sands.

nighttime:
(x) = can barely be discerned.


Note: the moons follow a regular schedule as one would expect, so it's only necessary to know the day and time to determine whether they would be up or not.
Lunch makes me happy.

Salt Merchant

  • Posts: 1663
Chamberpot
« Reply #2 on: July 14, 2006, 12:27:15 PM »
#2

type:
object, liquid container, can be sat upon

location:
for sale in Allanak, in the dwarf's stoneworking shop

material properties:
granite, not flammable, weighs 10 stones, volume 8 "gallons"

keywords:
chamberpot pot stone

sdesc:
a stone chamberpot

ldesc:
A round chamberpot of grey stone rests here.

desc:
  This plain round chamberpot, fashioned from hard grey stone, is unadorned save for a single groove carved along its circumference. The broad lip around its opening allows for secure if not comfortable seating. A flat, separate lid is attached to the chamberpot by a sturdy piece of rope, (x).

open:
(x) = but is propped to one side.

closed:
(x) = covering it tightly.


"open chamberpot" would remove the lid
"close chamberpot" would put the lid back on
"sit chamberpot" should be enabled

"use chamberpot"

failed:
if closed, "But the chamberpot is closed!"
if wearing pants or leggings, "Shouldn't you expose yourself first?"
if resting, "Wouldn't it be best to sit on it first?"
if not sitting, and female, "Wouldn't it be best to sit on it first?"
if sitting, but not on the chamber pot", "Wouldn't it be best to sit on it first?"

otherwise successful:
if standing, and male, "<sdesc> relieves himself into a chamberpot."
if sitting, "<sdesc> voids <his/her> bowels into a chamberpot."
+1 "gallon" of the same "dark brown liquid" that appears in the Jal pipes is added

If the lid is off and there is some of the "dark brown liquid" in the chamberpot, every now and then (not so frequent as to be annoying), issue a message to the room's occupants:

"Offending odors waft out of an open chamberpot."
"A kank-fly buzzes noisily about an open chamberpot."
"The odor of human waste assaults your nostrils."

If for some reasons a liquid other than waste was in the chamberpot, the liquid gets changed to waste upon use.


Motivation:
There was a recent thread about people and animals taking craps. Although I agree that I wouldn't want it to work the way hunger and thirst do, perhaps people could be given the option to roleplay it when they wish with objects like this one. The contents could be carried and emptied into the Jal pipes. It makes sense in game terms; people wouldn't necessarily want to leave their homes whenever the need to crap arose, especially during the night.
Lunch makes me happy.

Salt Merchant

  • Posts: 1663
Hourglass
« Reply #3 on: July 20, 2006, 04:44:19 PM »
#3

type:
object

location:
Cenyr?

material properties:
cylini wood, glass, flammable, weighs 5 stone

keywords:
hourglass hefty

sdesc:
a hefty hourglass

ldesc:
A hefty hourglass in a cylini wood frame rests here.

desc:
Code: [Select]

  Nearly a cord tall, this hourglass with its neatly tapered center is set in a frame of pale cylini wood. Three columns hold the two round wooden end plates against the lips of the glass, sealing in a quantity of white sand.
  (y) (x)



(y) and (x) depends on the context:

if being carried in an inventory, then both are blank

otherwise (x) states the amount of sand in the upper chamber and (y) is "The sand is flowing. Currently, "

100%:
(x) all the sand is in its upper chamber.

99%-85%
(x) nearly all of the sand is in its upper chamber.

84%-70%
(X) its upper chamber holds about three quarters of the sand.

69%-55%
(x) its upper chamber holds about three fifths of the sand.

54%-45%
(x) roughly half of the sand is in its upper chamber.

44%-30%
(x) about a third of the sand is present in its upper chamber.

29%-11%
(x) a mere fifth of the sand is held in its upper chamber.

10%-1%
(x) only a pinch of sand remains in its upper chamber.

0%
(x) the upper chamber is empty.

"use hourglass"

failed if:
carrying the hourglass, "The hourglass must be set down first."

success:
"<sdesc> inverts the hourglass. Now (x)"


Notes:

The script needs to maintain an internal timestamp T representing when the hourglass was inverted. If the timestamp T is greater than the real-life length of a Zalanthanian hour, then the hourglass has run out, otherwise it still has a calculable amount of sand remaining in the upper compartment. When inverting the hourglass before it has run out, one can take the T value and replace it with a new T value representing the new amount of time it had "already run".

The hourglass could be set up to emit occasional background emotes, such as "Sands spills onto the tiny dune in the hourglass' lower compartment, adding to its height".
Lunch makes me happy.

Salt Merchant

  • Posts: 1663
Dawnplant
« Reply #4 on: July 27, 2006, 02:32:36 AM »
#4

type:
object

location:
west of Allanak

material properties:
plant, flammable, fixed in place (notake)

keywords:
speckled plant dawnplant

sdesc:
a speckled dawnplant

ldesc:
(this is dependent on the context as described below)

desc:
Code: [Select]

  A stubby, ringed stalk supports the flaring yellowish base of this tough plant. Four long prongs emerge from the base, their outer faces woody and gnarled. They narrow towards their sharp tips which bear a few additional short spikes. (x)
  (y)


(x) depends on the whether the dawnplant is open

open:
(ldesc) "A speckled dawnplant grows here, its prongs open wide."
(x) = "The prongs are splayed wide, each revealing a green inner surface covered in tiny white hairs."

closed:
(ldesc) "A speckled dawnplant grows here, its prongs tightly closed."
(x) = "The prongs are pulled together, forming a tight four-sided cone with a yellow-speckled surface."

(y) depends on whether the plant is open and on a random factor

closed:
(y) = ""

open:
if not bearing a fruit, (y) = ""
if bearing a fruit, (y) = "A hard, knobby protrusion, a little like a human fist, nestles between the prongs."

"take/get fruit/knobby/protrusion dawnplant":
if not bearing fruit, return the message "The dawnplant isn't bearing fruit".

if it is bearing fruit, return the message
"The dawnplant's prongs snap shut, nearly scraping you soundly."
its status is then fixed at closed for a minimum of an hour


Notes:

Dawnplants acquired their informal name by their tendency to open at dawn but close again before high sun. What they actually respond to is the combination of sunlight and a cool environment, so under the correct circumstances, it's possible to find them open at other times of the day. Biologically, the purpose of this plant's behavior is to enhance self protection and to minimize water loss.

The dawnplant will open if there is (1) daylight, (2) the day is clear or there are only light sands, and (3) if the temperature is warm, cool or cold. It will close if any of these conditions are not met.

opening message to the room:
"A speckled dawnplant's prongs spread widely apart, welcoming the light".

closing message to the room:
"A dawnplant's prongs pull together and snap shut tightly."

The decision as to whether a particular dawnplant is bearing fruit is made upon initialization. The chance should be relatively low, else their fruit will litter the desert!

When bearing fruit, there is a small chance that the fruit will be ejected from the plant. This only happens when the temperature reaches extremely hot. If it does, the hard-shelled fruit is literally flung into another room.

launch check but no launch indicated:
"A speckled dawnplant quivers."

launch check with launch indicated:
"A speckled dawnplant quivers. With a violent puff of air, something flies out the top toward the <direction>!"

This is loud enough to be heard in adjacent rooms:
for example, "To the north, you hear a sharp puff of air."

The fruit object is then placed in the room in that direction. If there is no room in that direction, it is left in the same room as the plant.

The fruit object will be described separately.
Lunch makes me happy.

Salt Merchant

  • Posts: 1663
Knucklefruit
« Reply #5 on: August 03, 2006, 09:30:26 PM »
#5

type:
crafting item

location:
found near dawnplants (described under #4)

material properties:
plant, flammable, weighs 1 stone, not edible, holdable

keywords:
knobby knucklefruit fruit

sdesc:
a knobby knucklefruit

ldesc:
A knobby knucklefruit sits here.

desc:
Code: [Select]

  The integument of this fruit is tough enough that one might be forgiven
for calling it a nut. Its knobby brown surface bears a vague resemblence
to a clenched human hand and is unamenable to teeth. It measures roughly
four inches in diameter.


sniff description:
A faint, tangy scent suggests that the contents are edible.

Notes:
This beauty of adaption is not only the fruit and seed of the dawnplant,
but contains a worm symbiont. The worm assists the new dawnplant to take
hold in the unforgiving environment of the desert by releasing stored
lipids (fats) to help the plant to develop its long roots. Once the
plant has reached a water supply, the symbiont then develops with the
plant, fixing nitrogen in exchange for nourishment.

As the description suggests, it's not directly edible. Instead it needs
to be crafted (cooking skill) to divide it into a worm object (edible)
and a pair of half knucklefruit (edible). Doing this kills the worm, but
its remains are extremely nutritious for those with the "guts" to eat
them.

Code: [Select]

ingredients:                a knobby knucklefruit
what is created:            a half knucklefruit (x2, described below)
                            a plump knuckleworm (x1, described below)
what is left upon failure:  a half knucklefruit (x2, described below)
skill:                      cooking
difficulty:                 fairly easy
duration:                   30 seconds
success message to crafter: You successfully break open the knucklefruit
                            into two halves and extract the worm within.
success message to room:    $n breaks open a knucklefruit, extracting
                            the worm within.
failure message to crafter: You break open the knucklefruit into two
                            halves but unfortunately mangle the
                            knuckleworm within.
failure message to room:    $n breaks open a knucklefruit, mangling the
                            worm within.


A timer should be attached to this object. Once the timer expires, the
fruit object would be removed with the following message:

"A fat worm pokes out of a knucklefruit lying here, casting about until
the fruit is covered in sand."

If the fruit is ever picked up, though, the timer should be turned off.
Also, the timer should not be set if the room that the dawnplant flings
the knucklefruit into is not outdoors.

-----

type:
food item

location:
produced by crafting a knobby knucklefruit (described above)

material properties:
plant, weighs 1 stone, edible, holdable

keywords:
plump knuckleworm worm

sdesc:
a plump knuckleworm

ldesc:
A plump knuckleworm lies here, flaccid.

desc:
Code: [Select]

  This tan, segmented worm is soft but resilient to the touch. Its
limp form suggests that it is no longer living. Twelve bulging segments
can be discerned, plump toward the center and narrowing somewhat toward
seemingly identical ends.


sniff description:
The worm smells a little like mushrooms, not at all unpleasant.

taste description:
A hearty, meaty taste fills your mouth. Delicious and filling.

Notes:

Eating this worm can be done in three bites, but its equivalent to a good
meal due to the fatty content.

If a staff member is feeling energetic, the knuckleworm could be included
in other cooking dishes as well, such as breaded and fried knuckleworm.

Nobles might consider the knuckleworm a delicacy and pay hunters well to
gather them.

-----

type:
food item

location:
produced by crafting a knobby knucklefruit (described above)

material properties:
plant, weighs 1 stone, edible, holdable

keywords:
half knucklefruit fruit

sdesc:
a half knucklefruit

ldesc:
A half of a knucklefruit lies here, its striped green interior revealed.

desc:
Code: [Select]

  A knucklefruit has been broken into two halves, this being one of them.
Beneath the knobby integument is the fruit's soft, moist green flesh, much
like a melon's. Darker green stripes run radially toward the center.


sniff description:
The flesh of the fruit emits a mild tangy scent.

taste description:
Biting into the knucklefruit, the grainy flesh dissolves without much
chewing, proving mild and watery with a sharp, tangy aftertaste.

Notes:

Eating a half-fruit can be done in four bites. The water content of the
fruit is high, but its food value is modest.
Lunch makes me happy.

Salt Merchant

  • Posts: 1663
Dust devil
« Reply #6 on: August 14, 2006, 02:18:43 AM »
#6

type:
object

location:
near the Silt Sea

material properties:
mineral, not flammable, not holdable

keywords:
dust devil whirling

sdesc:
a whirling dust devil

ldesc:
A whirling dustdevil wends about here, sweeping up sand.

desc:
Code: [Select]
 The wind whips viciously in a circle here, sweeping up sand and flinging
it around and around. Extending ten cords into the air, the dust devil
sways back and forth dangerously at times, before suddenly rushing in a
relative straight path.


sniff description:
A strong scent of silt stings your nostrils.

Notes:
The dust devil starts out invisible and quiescent, in its anchoring room. When an extreme sandstorm arises (visibility down to one room or none), it has a chance of activating (15% each hour).

Upon activating, the dust devil wanders a few rooms before starting to take effect (several moves in random directions).

It then appears with the message:
"The wind swirls about suddenly, coalescing into a dust devil."

Roughly once a real-life minute, the dust devil moves in a random direction.

Each ten to thirty five seconds from when the dust devils is moved, a check is made:

1. If a person is present and not wearing sunslits or goggles, that person must save against being struck blind for a few ticks.

2. If a tent is present, it will be shaken savagely. Those inside will certainly notice.

3. Objects on the ground that weigh one stone or less and are holdable have a 10% chance of being swept away and lost (destroyed).

"(sdesc) is swept up and out of sight."

When the check to move is made, there is a 5% chance that the dust devil will dissipate naturally:

"A dust devil suddenly broadens and weakens then quickly disappears."

At this point, the dust devil object is moved back to its anchoring room and returns to its quiescent state.

If the weather moderates, the dust devil will dissipate on its next movement check.

The dust devil object could give off a few emotes at random intervals as well. For example, if a certain plant is present in the room, it could issue a message such as:

"A dust devil slashes at a small green plant, stripping it clean of sand."
Lunch makes me happy.