/*

filename    goblin_cave
password    realworld
changedby   Stormtamer
EmailAdd    
request     compile
version     3
END HEADER*/









#include

/*==============================================================*/
/*                            ZONE                              */
/*==============================================================*/
%zone                           goblin_cave
title "Goblin Caves"
creators {"Beren"}
notes
"    This area has been created from a request from PAPI. It has been
build in a hurry and while the DIKUMUD system (PAIN etc.) are under changes,
and therefore errors may occur. It's a area for players between 5 and 7
level. A small quest are attached to the goblin cave:
    The Hermit in the cypress forest are looking for a robe of +1 to dex
which is said to be in the goblin kings treasure room. If a player can find
it, and give it to the hermit, he will be presented with a gift; A goblin-
slayer sword.
Version 1.0 made 10/3-94 by Beren (Lars floe Nielsen). Suggestions mail to
PAPI."

lifespan 37
reset RESET_ANYHOW

/*==============================================================*/
/*                           ROOMS                              */
/*==============================================================*/
%rooms
   guard_room
title "a guardroom"
descr
"    You have entered something which looks like a small room. The walls
have been carved out of the ground, and are NOT the fine craftsmanship of
the dwarves. A torch is lighting the room up in a dim light. In the middle
of the room you see a table surrounded by chairs. Small notes are scattered
around the table. The only obvious exit from here is to the south."
extra {"table","notes"}
"  The notes on the table are written in a very childish language: 'Braag
ar stupiid', 'Now i am not, Ju ar dad'. etc."
movement SECT_CITY
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
ALWAYS_LIGHT
south to bed_chamber;
end

   cave_cross
title "A cross in the cave"
descr
"    You are at a cross. Hay are scattered all over the ground. It's very
dirty, and the smell is awful. It's certainly a long time since the cleaning
woman has been here. A small sign is hanging on the wall."
extra {"sign"}
"    The sign says: 'Nort is out tu foreest. vest iS tu sleEP ruum, est is
Tu da storruum, saut iS tu greet kinG Burp."
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
movement SECT_CITY
north to cypress/cave_entrance;
west to bed_chamber open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"west door","door"};
east to storeroom open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"east door","door"};
south to throne4 open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"south door","door"};
end

   bed_chamber

title "At a small bed chamber"
descr
"    This is a small dirty bed chamber. Small beds rests on the walls. It's
very hot in here and the air is heavy of moist. Water is drifting down the
walls. You wonder who can live in this mess. A torch is hanging on the wall,
lighting the room in a dim light. The only way from this room is to the east."
extra {"torch"}
"  The torch is of the refill-type. It is stuck on the wall, so just forget
to take it with you."
movement SECT_CITY
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
ALWAYS_LIGHT
east to cave_cross open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"door"};
north to guard_room;
end

   storeroom
title "The storeroom"
descr
"    You are in the storeroom. Shelves are hanging at the walls, filled with
all kind of disgusting stuff. To the south you see the kitchen, which is in
one with the storing area. You would probably think it looks good if you
were a goblin architect. But now it just looks quite ugly. The exits is
west to the cross and south to the kitchen."
extra {"shelves"}
"   The cans on the shelves says: 'lizarrd aye', 'marmalade', 'grass',
'banana', etc. After a quick look in one can you firmly decide that you
DON'T need any of this rotten stuff"
movement SECT_CITY
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
ALWAYS_LIGHT
west to cave_cross open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"door"};
south to kitchen;
end

   kitchen
title "The kitchen"
descr
"   Food (if you can call it food) are boiling in a pot. The smell makes you
sick. Anyway you tries to identify what the green boiling mass can be, and
you decide that it looks like something between spinach with eyes and melted
pistachio ice with anchovies. To the north you see the store area. Another exit
is leading through a door to the west."
extra {"food", "pot"}
"   Aha! You see a fingernail. How delicious. Nah, you decide to leave this
to the poor goblins."
movement SECT_CITY
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
ALWAYS_LIGHT
west to throne3 open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"door"};
north to storeroom;
end

   jail
title "The goblin jail"
descr
"    This is a ordinary jail. A bed and a latrine. The only difference is
that the jail is more clean than the outside. It's probably the jail 'guest'
which has made this. The only exit from this room is to the east through
the iron door."
extra {"latrine"}
"   Even the latrine is clean. It's a hole in the ground, like an ordinary
latrine."
extra {"bed"}
"Sheets lies on the bed. Nicely folded and ironed."
movement SECT_CITY
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_NO_TELEPORT}
ALWAYS_LIGHT
east to throne1 open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED} keyword {"iron door","door"} key gob_jail_key;
end

   throne1
title "The western part of the throne hall"
descr
"    You are at the western part of the hall. Tables are forming a horse
shoe, and you are at the west part. In the middle of the 'shoe' you see a
throne, probably belonging to the great goblin king Burp. The table is
covered in grease and some sort of slime. Goblin 'food' crawls around on the
table. YUCK !
   The only exits from here is to the middle of the throne room, which is
to the east, and through an iron door to the west."
extra {"food"}
"This looks like something which has barely escaped trash can"
extra {"iron door"}
"It looks like a door that could stand a massive attack."
movement SECT_CITY
flags{UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
ALWAYS_LIGHT
west to jail open {EX_OPEN_CLOSE, EX_CLOSED, EX_LOCKED} keyword {"iron door", "door"} key gob_jail_key;
east to throne4;
end

   throne2

title "At the Throne"
descr
"    In front of you, you see a throne, probably belonging to the great
king Burp. The only obvious exit is to the north to the middle of the
throne hall."
extra {"throne","burp throne"}
"A big bear skin is covering the throne. Also you see a lot of grease and
some sort of slime. This is probably very good, if you were a goblin. At the
closer examination you see a something which might be a badly hidden 'secret'
door behind the throne. You would probably need to search for it! (use the
search command)."
movement SECT_CITY
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS, UNIT_FL_NO_TELEPORT}
ALWAYS_LIGHT
north to throne4;
SECRET_DOOR_DIFFICULTY(SOUTH, 0)
south to behind_throne open {EX_OPEN_CLOSE, EX_CLOSED, EX_HIDDEN} keyword {"secret door","secret","south door","door","wall"} key gob_tre_key;
end

   throne3
title "The eastern part of the throne hall"
descr
"    You are in the eastern part of a great hall. A horse shoe formed row of
tables are 'covering' the floor. You can't help notice that the table is
covered in grease. This is really a real goblin table. The exits are to the
west into the middle of the throne hall and east to the kitchen."
movement SECT_CITY
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
ALWAYS_LIGHT
west to throne4;
east to kitchen open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"door","east door"};
end

   throne4
title "Centre of the Throne Hall"
descr
"   You are in the throne hall in the middle of the horse shoe formed row
of tables. The kitchen is further east, the jail is west and the throne
is south of here. A door leads north."
movement SECT_CITY
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
ALWAYS_LIGHT
north to cave_cross open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"door"};
east to throne3;
west to throne1;
south to throne2;
end


   behind_throne
title "Behind the throne"
descr
"   This is obviously king Burps very secret public treasure room. It looks
like something he has made himself. The craftsmanship is like an arm less
blind drunks. Anyway... In the middle of the room you see a statue of king
Burp. On the pedestal there are an inscription: 'King Burp, king of wisdom,
powerfulness and ruler of the world'. The signature of the artist is the
same Burp. The only obvious exit from here is to the north."
extra {"statue","burp"}
"   The only clue that points in the direction that this is king Burp, is
the loooong beard and the sceptre"
movement SECT_CITY
flags {UNIT_FL_NO_WEATHER, UNIT_FL_INDOORS}
north to throne2 open {EX_OPEN_CLOSE, EX_CLOSED} keyword {"secret door","secret","door"} key gob_tre_key;
end

/*============================================================*/
/*                            OBJECTS                         */
/*============================================================*/
%objects

   robe_gwyn

names {"yellow robe", "robe"}
title "a yellow robe"
descr
"A yellow robe has been left here"
extra {}
"It's made of leather, then painted yellow. Actually a VERY ugly thing.
Looking like something only a pimp, or perhaps Gwyn, would wear."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_ABOUT}
type ITEM_WORN
DEX_TRANSFER (+1)
rent 25 IRON_PIECE
weight 10
cost 4 COPPER_PIECE
end

   burp_robe
names {"fine robe", "robe"}
title "a fine robe"
descr
"A fine robe has been left here"
extra {}
"It's made of red and black silk. Runes are all over the robe, making
it very mystic and special."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_ABOUT}
type ITEM_WORN
weight 10
cost 15 COPPER_PIECE
end

   mguul_robe
names {"mage robe", "robe"}
title "a mage robe"
descr
"A mage robe has been left here"
extra {}
"Even though this robe is made to make it look mystic and magical, even
a child could see, that it isn't."
manipulate {MANIPULATE_TAKE, MANIPULATE_WEAR_ABOUT}
type ITEM_WORN
weight 10
cost 5 COPPER_PIECE
end

   gob_jail_key
names {"jail key", "key"}
title "a jail key"
descr
"A key has been left here"
extra {} "A very normal key, with an inscription saying 'JAIL KEY'"
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
type ITEM_KEY
weight 1
cost 2 IRON_PIECE
end
    gob_tre_key
names {"treasure key", "key"}
title "a treasure key"
descr
"A key has been left here."
extra {} "A normal key with an inscription saying 'treasure key'"
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
type ITEM_KEY
weight 1
cost 2 IRON_PIECE
end

                               mushroom
names {"mushroom"}
title "a mushroom"
descr
"A mushroom has been left here."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
FOOD_DEF(2,0)
weight 2
cost 1 IRON_PIECE
extra {} "This looks like an ordinary mushroom, maybe a little poisonous"
end

                               stew
names {"disgusting stew", "green stew", "stew"}
title "some disgusting green stew"
descr
"Some disgusting green stew has been dropped here."
manipulate {MANIPULATE_TAKE}
FOOD_DEF(3,0)
weight 3
extra {} "Nah, this food is defiantly NOT for humanoids !"
end

                          burp_sword
names {"goblin sword", "short sword", "sword"}
title "an goblin short sword"
descr
"A goblin short sword has been dropped here"
extra {}
"   This sword are of great quality. It reminds very much of the sword type
'Cinquedea', also called five finger sword or ox tongue sword, because of the
width of the sword. It has a mark with the writing 'Andrea dei Ferara'."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD,MANIPULATE_WIELD}
WEAPON_DEF(WPN_SHORT_SWORD, 2, 0)
weight 9
cost 16 SILVER_PIECE
end

                          mguul_dagger
names {"light goblin dagger","light dagger", "goblin dagger","dagger"}
title "an light goblin dagger"
descr
"A light goblin dagger has been left here"
extra {}
"   This is a weapon of the type 'kidney-dagger'. It is called so because of
the hand-protector, which is formed like an kidney. This is a little better
craftsmanship than an ordinary weapon of this type. The weight balance isn't
correct though, the blade is to heavy."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD,MANIPULATE_WIELD}
WEAPON_DEF(WPN_DAGGER, 0, 0)
weight 2
cost 7 SILVER_PIECE
end

                          goblin_sword
names {"goblin broad sword","broad sword","goblin sword"}
title "an goblin broad sword"
descr
"A goblin broad sword has been left here"
extra {}
"  This is a completely normal bastard sword, fitted for a goblin. The only
thing that are exceptional are the blood line in the middle of the blade."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD,MANIPULATE_WIELD}
WEAPON_DEF(WPN_BROAD_SWORD, -5, 0)
weight 12
cost 8 SILVER_PIECE
end

                          ghopla_mace
names {"goblin mace","mace"}
title "an goblin one-handed mace"
descr
"A goblin one-handed mace has been left here"
extra {}
"  This looks like the typical wooden mace with an iron head. It has a very
heavy head, which probably makes it even more devastating for an enemy. An
inscription on the wooden handle says 'Gooood, Hhe, Hhe, Hhe, Gooood'."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD,MANIPULATE_WIELD}
WEAPON_DEF(WPN_MACE, -5, 0)
weight 16
cost 5 SILVER_PIECE
end

                         fool_sceptre
names {"fools sceptre ", "sceptre"}
title "an fools sceptre"
descr
"A fools sceptre has been left here"
extra {}
"   This is a normal fools sceptre, with a wooden handle and a bulls bladder
hanging on the top."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
type ITEM_TRASH
weight 2
end

                         burp_sceptre
names {"king burps sceptre", "kings sceptre", "burps sceptre", "sceptre"}
title "King Burps sceptre"
descr
"King burps sceptre has been left here"
extra {}
"   This is not a golden sceptre, nor is it a bronze sceptre. It's simply a
totally whacked sceptre made of wood and painted with grass. To think this got
any value you have to have other standards than the civilised world have."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD}
type ITEM_TRASH
weight 2
end

                         fake_beard
names {"fake beard", "beard"}
title "an beard"
descr
"A fake beard has been left here"
extra {}
"   YUCK, this beard is filled with grease. It's really something only a real
psychopath would wear on his head."
manipulate {MANIPULATE_TAKE, MANIPULATE_HOLD, MANIPULATE_WEAR_HEAD}
ARMOUR_CLOTHES(0, 0)
weight 2
end

                         fools_hat
names {"fools hat", "hat"}
title "an fools hat"
descr
"A fools hat has been left here"
extra {}
"   Oh, yeah... This is really the most precious thing you have ever seen. A
small goblin fools hat with tiny bells. This should really make you silent
if you got the need to sneak someday."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD, MANIPULATE_WEAR_HEAD}
ARMOUR_CLOTHES(0, 0)
DIV_TRANSFER (+1)
rent 25 IRON_PIECE
weight 2
cost 3 IRON_PIECE
end

                         pointy_hat
names {"pointy wizard hat", "pointy hat", "hat"}
title "a pointy wizard hat"
descr
"A pointy wizard hat has been left here"
extra {}
"   This hat really looks magical. It's covered with small silver stars and
half-moons, probably to summon the strengths from the dark sides of magic."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD,MANIPULATE_WEAR_HEAD}
ARMOUR_CLOTHES(0, 0)
weight 2
rent 25 IRON_PIECE
cost 6 COPPER_PIECE
end


                       goblin_sleeves
names {"goblin sleeves", "sleeves"}
title "some goblin sleeves"
descr
"Some goblin sleeves has been left here."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD, MANIPULATE_WEAR_ARMS}
/* armour_type, quaility, optimal_strength */
ARMOUR_LEATHER(0, 0)
weight 10
cost 8 COPPER_PIECE
extra {} " These sleeves looks like normal sleeves, though they are greasy"
end

                       gob_gauntlets
names {"goblin gauntlets", "gauntlets"}
title "a pair of goblin gauntlets"
descr
"A pair of goblin gauntlets has been left here."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD, MANIPULATE_WEAR_HANDS}
/* armour_type, quaility, optimal_strength */
ARMOUR_LEATHER(0, 0)
weight 10
cost 6 COPPER_PIECE
extra {}
"These gauntlets are black with yellow stripes. They are also a little
greasy."
end

                               goblin_leggins
names {"goblin leggings", "leggings"}
title "a pair of goblin leggings"
descr
"A pair of goblin leggings has been left here."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD, MANIPULATE_WEAR_LEGS}
/* armour_type, quaility, optimal_strength */
ARMOUR_LEATHER(0, 0)
weight 10
cost 8 COPPER_PIECE
extra {}
"It's fine craftsmanship. Made of goblins and decorated by hobgoblins."
end

                               goblin_breast
names {"goblin breast plate", "breast plate", "goblin plate", "plate"}
title "a goblin breast plate"
descr
"A goblin breast plate has been left here."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD, MANIPULATE_WEAR_BODY}
/* armour_type, quaility, optimal_strength */
ARMOUR_LEATHER(0, 0)
weight 10
cost 6 COPPER_PIECE
extra {} "It's made of leather. You will like it. "
end

                       goblin_helmet
names {"goblin helmet", "helmet"}
title "a goblin helmet"
descr
"A goblin helmet has been left here."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD, MANIPULATE_WEAR_HEAD}
ARMOUR_LEATHER(0, 0)
weight 10
cost 6 COPPER_PIECE
extra {}
" It looks like an ordinary greasy helmet. You see small written letters
saying 'MADE IN GOB CAV'"
end


                               goblin_boots
names {"goblin boots", "boots"}
title "some goblin boots"
descr
"Some goblin boots has been left here."
manipulate {MANIPULATE_TAKE,MANIPULATE_HOLD, MANIPULATE_WEAR_FEET}
/* armour_type, quaility, optimal_strength */
ARMOUR_LEATHER(0, 0)
weight 10
cost 6 COPPER_PIECE
extra {} " Oh, how happy you are to get this fine greasy boots."
end

                             coins1

MONEY(IRON_PIECE, 35)
end


/*==========================================================*/
/*                         MOBILES                          */
/*==========================================================*/
%mobiles
   burp
names {"king burp", "burp", "king"}
title "King Burp"
descr "king Burp is here looking at YOU."
extra {}
"  King burp is very fat. Grease is running down through the obvious fake
beard. In his right hand he is holding a sceptre, extremely ugly. Around
his shoulders he is having a robe, very fine."
money 30 IRON_PIECE
M_GOBLIN_WARRIOR_SWORD(6, SEX_MALE)

dilcopy teamwork@function("mguul / ghopla / fool / officer / cook");
dilbegin kingprg();
var
 char  : unitptr;
 item  : unitptr;
code
{
 heartbeat:=PULSE_SEC*12;
 :start:
 exec("point fool", self);
 pause;
 exec("say Gho, Gho, Dad is really fhunny.", self);
 pause;
 exec("emote throws a bone at the fool.", self);
 pause;
 char:=self.outside.inside;
 if(char.type!=UNIT_ST_PC)
   goto start;
 while(char!=null)
 {
   item:=findunit(char, "stew", FIND_UNIT_INVEN, null);
   exec("steal "+item.name+" from "+char.name, self);
   if(item==self.inside)
     goto stew;
   else
   {
     char:=char.next;
     if(char.type!=UNIT_ST_PC)
     {
       char:=char.next;
     }
   }
 }
 goto no_stew;

 :stew:
 exec("eat stew", self);
 pause;
 goto no_stew;

 :no_stew:
 if(char==null)
   goto start;
 else
 {
   exec("point "+char.name, self);
   pause;
   exec("say Gwho ar yu?", self);
   pause;
   exec("say Spai, ar yu spai?", self);
   pause;
   exec("say Kill dad man!", self);
   pause;
   exec("kill "+char.name, self);
   pause;
   goto start;
 }
 goto start;
}
dilend
end


                               mguul
names {"mguul", "mage"}
title "Mguul the mage"
descr "Mguul the mage is here looking at king Burps fine beard"
extra {}
"   This is truly the most magnificent mage you have ever seen. A great
pointy hat, a long shining robe and a small leather bound book. At a closer
look you see that his eyes are filled with hate and with greed. This is a man
you must beware."


M_GOBLIN_MAGE_FIRE(5, SEX_MALE, "cast burn")
money 25 IRON_PIECE

dilcopy teamwork@function("burp / ghopla / fool / officer / cook");
dilcopy rescue@function("burp");
dilbegin mguulprg();
var
 char  : unitptr;
 item  : unitptr;
code
{
 heartbeat:=PULSE_SEC*12;
 :start:
 exec("grin", self);
 pause;
 exec("say Mmm.", self);
 pause;
 exec("look fool", self);
 pause;
 char:=self.outside.inside;
 if(char.type!=UNIT_ST_PC)
   goto start;
 while(char!=null)
 {
   item:=findunit(char, "stew", FIND_UNIT_INVEN, null);
   exec("steal "+item.name+" from "+char.name, self);
   if(item==self.inside)
     goto stew;
   else
   {
     char:=char.next;
     if(char.type!=UNIT_ST_PC)
     {
       char:=char.next;
     }
   }
 }
 goto no_stew;

 :stew:
 exec("eat stew", self);
 pause;
 goto no_stew;

 :no_stew:
 if(char==null)
   goto start;
 else
 {
   exec("point "+char.name, self);
   pause;
   exec("emote turns to a certain page in his spellbook.", self);
   pause;
   exec("emote starts reading a spell.", self);
   pause;
   exec("cast burn "+char.name, self);
   pause;
   goto start;
 }
 goto start;
}
dilend

end


                               ghopla
names {"ghopla", "cleric"}
title "Ghopla the cleric"
descr "Ghopla the cleric is here agreeing with king Burp"
extra {}
"    This girl must certainly be the most ugly and disgusting of all the
goblins in the world. Eyes almost touching each other and a mouth as wide as
her head. Small pointy teeth reveals themselves."

M_GOBLIN_CLERIC_CLUB(5, SEX_FEMALE, "cast cau li wo", "cast cur li wo burp")
money 25 IRON_PIECE

dilcopy teamwork@function("burp / mguul / fool / officer / cook");
dilcopy rescue@function("burp");
dilbegin ghoplaprg();
var
 char  : unitptr;
 item  : unitptr;
code
{
 heartbeat:=PULSE_SEC*12;
 :start:
 act("$1n's face crinkles in what you could call a smile.", A_SOMEONE, self, null, null, TO_ALL);
 pause;
 exec("giggle", self);
 pause;
 exec("laugh fool", self);
 pause;
 char:=self.outside.inside;
 if(char.type!=UNIT_ST_PC)
   goto start;
 while(char!=null)
 {
   item:=findunit(char, "stew", FIND_UNIT_INVEN, null);
   exec("steal "+item.name+" from "+char.name, self);
   if(item==self.inside)
     goto stew;
   else
   {
     char:=char.next;
     if(char.type!=UNIT_ST_PC)
     {
       char:=char.next;
     }
   }
 }
 goto no_stew;

 :stew:
 exec("eat stew", self);
 pause;
 goto no_stew;

 :no_stew:
 if(char==null)
   goto start;
 else
 {
   exec("point "+char.name, self);
   pause;
   exec("emote grabs a holy symbol.", self);
   pause;
   exec("cast raise dex burp", self);
   pause;
   exec("cast raise dex mguul", self);
   pause;
   exec("cast raise dex ghopla", self);
   pause;
   exec("kill "+char.name, self);
   pause;
   goto start;
 }
 goto start;
}
dilend
end

                               fool
names {"fool"}
title "the fool"
descr "The fool is here entertaining"
extra {}
"   Hey this guy are actually quite funny, sticking fingers up his nose.
He is wearing red clothes with yellow lines. On his head he is wearing a
fools hat. Suddenly you realise that this fool are making fun at king
Welmar of Midgaard.- HOW RUDE!"
money 10 IRON_PIECE
M_GOBLIN_WARRIOR_CLUB(2, SEX_MALE)

dilcopy teamwork@function("burp / mguul / ghopla / officer / cook");
dilcopy rescue@function("burp");
dilbegin foolprg();
code
{
 heartbeat:=PULSE_SEC*14;
 :start:
 exec("emote stuffs two fingers up his nose.", self);
 pause;
 exec("bounce", self);
 pause;
 exec("emote emotes that he is king Welmar.", self);
 pause;
 exec("puke", self);
 pause;
 exec("dance", self);
 pause;
 exec("yodel", self);
 pause;
 exec("emote gets a greasy bone from the floor.", self);
 pause;
 exec("emote eats a greasy bone.", self);
 pause;
 exec("emote rolls over like a dog.", self);
 pause;
 exec("emote emulates a pig.", self);
 pause;
 exec("hit fool", self);
 pause;
 goto start;
}
dilend
end

                               baa
names {"baa the goblin", "baa", "goblin"}
title "Baa the goblin"
descr "Baa the goblin is here speaking with Boo"
extra {}
"   Baa are having a problem with his arms. They are gesturing wildly, like
a windmill. He is wearing a black goblin dress, especially made for goblins."

M_GOBLIN_WARRIOR_SWORD(2, SEX_MALE)

money 10 IRON_PIECE

dilcopy teamwork@function("boo / officer / cook");
dilcopy rescue@function("boo");
dilbegin baaprg();
code
{
 heartbeat:=PULSE_SEC*6;
 :start:
 exec("say Dad my fater did. Dad's true.", self);
 pause;
 exec("say Bud dad's true!!", self);
 pause;
 exec("say And den he also killed da dragon wid a come.", self);
 pause;
 exec("say And da lich he also killed, bud wid da head of da dragoon!", self);
 pause;
 exec("say My motter vas a very evil and stronng wizdard.", self);
 pause;
 exec("she She coud kill all im den world, wit a pen.", self);
 pause;
 exec("say She was ruler of da hole MIDGAARD.", self);
 pause;
 exec("say Bud da gods had he removed from da world.", self);
 pause;
 exec("Bud nod withoud a big figt!", self);
 pause;
 exec("say Modder is da one dad I hav da genes from.", self);
 pause;
 exec("say Dad's wy I'm dad clevver!", self);
 pause;
 exec("agree Baa", self);
 pause;
 exec("smile", self);
 pause;
 exec("say My fadder killed da god Beren.", self);
 wait(SFB_CMD|SFB_TICK, TRUE);
 if(activator.type==UNIT_ST_PC)
 {
   act("$1n notices you.", A_SOMEONE, self, null, activator, TO_VICT);
   act("$1n notices $3n.", A_SOMEONE, self, null, activator, TO_NOTVICT);
   pause;
   exec("say Who, YU?", self);
   pause;
   exec("kill "+activator.name, self);
   wait(SFB_TICK, self.position!=POSITION_FIGHTING);
   exec("get all from corpse", self);
   pause;
   goto start;
 }
 else goto start;
}
dilend
end

                               boo

names {"boo the goblin", "boo", "goblin"}
title "Boo the goblin"
descr "Boo the goblin is here listening to Baa"
extra {}
"   Boo is really looking bored, listening to Baa. She is wearing normal
yellow leather-armour."

M_GOBLIN_WARRIOR_SWORD(3, SEX_MALE)
money 15 IRON_PIECE

dilcopy teamwork@function("baa / officer / cook");
dilcopy rescue@function("baa");
dilbegin booprg();
code
{
 heartbeat:=PULSE_SEC*6;
 :start:
 exec("say Sure!", self);
 pause;
 exec("say Okey, den it's true.", self);
 pause;
 exec("say Yes, dads very possiblele.", self);
 pause;
 exec("say Yeah, vid lots of brain.", self);
 pause;
 exec("say BAH!", self);
 pause;
 exec("say Dads in anodder time anodder place.", self);
 pause;
 exec("say Nah, dey probably had to remove da smell.", self);
 pause;
 exec("say Yeah, no brain, no pain.", self);
 pause;
 exec("say Yeah, da are VERY brain(dead).", self);
 pause;
 exec("laugh baa", self);
 pause;
 exec("emote points a finger to his ear, indicating that Bass isn't to smart.", self);
 pause;
 exec("say Yes da gods are wimps.", self);
 pause;
 wait(SFB_CMD|SFB_TICK, TRUE);
 if(activator.type==UNIT_ST_PC)
 {
   exec("look "+activator.name, self);
   pause;
   exec("say Dads from Udgaard!", self);
   pause;
   exec("kill "+activator.name, self);
   pause;
   wait(SFB_TICK, self.position!=POSITION_FIGHTING);
   goto start;
 }
 goto start;
}
dilend
end


                               bii
names {"bii the goblin","bii","goblin"}
title "Bii the goblin"
descr "Bii the goblin is here explaining about life"
extra {}
"  Bii is a VERY attractive goblin. Her eyes are green with a spark of blue.
When she smiles, her brown teeth crinkles up around her extreme round nose.
Her ears are long and shiny, it's truly a looong time she's taken a shower."

M_GOBLIN_WARRIOR_SWORD(4, SEX_FEMALE)
money 20 IRON_PIECE

dilcopy teamwork@function("bee / officer / cook");
dilcopy rescue@function("bee");
dilbegin biiprg();
code
{
 heartbeat:=PULSE_SEC*6;
 :start:
 exec("say Da world has da shape of da banana.", self);
 pause;
 exec("say Den all da people gathers in da middle.", self);
 pause;
 exec("say And dey all kill all.", self);
 pause;
 exec("grin", self);
 pause;
 exec("say Did you know dad yu can eat da world?", self);
 pause;
 exec("say Dad's true!", self);
 pause;
 exec("say Bud yu hav to hav biiiiiggg teeths!", self);
 pause;
 exec("say Dad we live on.", self);
 pause;
 exec("say Shall I tell you again?", self);
 pause;
 wait(SFB_CMD|SFB_TICK, TRUE);
 if(activator.type==UNIT_ST_PC)
 {
   act("$1n notices you.", A_SOMEONE, self, null, activator, TO_VICT);
   act("$1n notices $2n.", A_SOMEONE, self, null, activator, TO_NOTVICT);
   pause;
   exec("say Yu are nod from dis place, Yu DIE...?", self);
   pause;
   exec("kill "+activator.name, self);
   wait(SFB_TICK, self.position!=POSITION_FIGHTING);
   pause;
   exec("get all from corpse", self);
   pause;
   goto start;
 }
 goto start;
}
dilend
end


                               bee
names {"bee the goblin","bee","goblin"}
title "Bee the goblin"
descr "Bee the goblin is learning about life"
extra {}
"   She's not half the attraction that Bii is. Her clothes are completely
unstained and not greasy at all. Her hair are well-set, and she's having
writing on her back saying: 'THIS ONE IS A CLEAN ONE'"

M_GOBLIN_WARRIOR_SWORD(4, SEX_FEMALE)
money 20 IRON_PIECE

dilcopy teamwork@function("bii / officer / cook");
dilcopy rescue@function("bii");
dilbegin beeprg();
code
{
 heartbeat:=PULSE_SEC*6;
 :start:
 exec("say Oh I thought that it was round.", self);
 pause;
 exec("say Oh, I though that the graverty held them around the world.", self);
 pause;
 exec("say The do? Dwarves, elves, gnomes and humans?", self);
 pause;
 exec("say Wow! I thought that the lived in peace in towns!", self);
 pause;
 exec("say Eat Earth? Thats a lie!", self);
 pause;
 exec("say How?", self);
 pause;
 exec("say Oh, thats why.", self);
 pause;
 exec("say Okay!", self);
 pause;
 exec("say YES PLEASE!", self);
 pause;
 wait(SFB_CMD|SFB_TICK, TRUE);
 if(activator.type==UNIT_ST_PC)
 {
   exec("look "+activator.name, self);
   pause;
   exec("say Thats a person from Midgaard or Udgaard!", self);
   pause;
   exec("kill "+activator.name, self);
   pause;
   wait(SFB_TICK, self.position!=POSITION_FIGHTING);
   exec("get all from corpse", self);
   pause;
   goto start;
 }
 goto start;
}
dilend
end

                               officer
names {"goblin officer", "goblin", "officer"}
title "the goblin officer"
descr "The goblin officer is here, looking at you."
extra {}
"   This is a strong looking goblin. His eyes reveals that he's been in a
lot of wars. This is NOT the type you want to mess with, thats for sure."

M_GOBLIN_WARRIOR_SWORD(4, SEX_MALE)
money 20 IRON_PIECE

dilcopy teamwork@function("burp / mguul / ghopla / goblin");
dilcopy rescue@function("burp");
dilcopy wander_zones@function("goblin_cave", 30, 1, 0);

dilbegin officerprg();
code
{
 heartbeat:=PULSE_SEC*8;
 :start:
 exec("say Doom, dii daa doom!", self);
 pause;
 exec("whistle", self);
 pause;
 wait(SFB_CMD|SFB_TICK, TRUE);
 if(activator.type==UNIT_ST_PC)
 {
   exec("kill "+activator.name, self);
   pause;
   goto start;
 }
 goto start;
}
dilend
end

                               cook
names {"goblin cook", "cook", "goblin"}
title "the goblin cook"
descr "The goblin cook is here, preparing a dinner."
extra {}
"  This is a small fat goblin. Grease and sweat are running down his chins.
He's totally uninterested in you, only looking down his supper."

M_GOBLIN_WARRIOR_NATURAL(5, SEX_MALE)
money 25 IRON_PIECE

dilcopy teamwork@function("burp / mguul / ghopla / baa / boo "+
   "/ officer / bryan / esbanoviz");
dilcopy rescue@function("burp");

dilbegin cook();
var
 u1 : unitptr;
 u2 : unitptr;
 i : integer;

code
{
  heartbeat := PULSE_SEC*25;
  on_activation((self.position <= POSITION_SLEEPING) or
  (self.position == POSITION_FIGHTING), skip);

  :start:
  pause;
  exec("emote cuts some onions.", self);
  pause;
  exec("whistle", self);
  i := 0;
  pause;

  u1 := findunit(self, "bread", FIND_UNIT_INVEN, null);
  if (u1 #= null)
    set(i, 1);

  u2 := findunit(self, "mushroom", FIND_UNIT_INVEN, null);
  if (u2 #= null)
    set(i, 2);

  if (i != 0)
  {
     pause;
     if (isset(i, 1))
     {
 exec("say I really need some bread.", self);
 pause;
     }

     if (isset(i, 2))
     {
 exec("ask esbanoviz I really need some mushrooms", self);
 pause;
     }

     goto start;
  }

  i := u1.value[3] + u1.value[3]; /* Test for poison */
  destroy(u1);
  destroy(u2);
  exec("emote puts the bread and mushrooms in a bowl.", self);
  pause;
  u1 := load("goblin_cave/stew");
  u1.value[3] := i;  /* Apply any possible poison from bread/mushroom */
  exec("emote makes some stew.", self);
  pause;

  u1 := load("goblin_cave/stew");
  u1.value[3] := i;  /* Apply any possible poison from bread/mushroom */
  exec("emote makes some stew.", self);
  pause;

  u1 := load("goblin_cave/stew");
  u1.value[3] := i;  /* Apply any possible poison from bread/mushroom */
  exec("emote makes some stew.", self);
  pause;

  walkto(findroom("goblin_cave/throne2"));
  pause;
  exec("say Dinnher ish sarved, ma lurd!", self);
  pause;
  exec("give stew to burp", self);
  pause;
  exec("give stew to ghopla", self);
  pause;
  exec("give stew to mguul", self);
  pause;
  exec("say Mhore is caming raight up, ma lurds!", self);
  pause;
  walkto(findroom("goblin_cave/kitchen"));
  goto start;
}
dilend
end


                               undercook1
names {"bryan", "dwarf", "goblin"}
title "Bryan the dwarf"
descr "Bryan the dwarf is standing here."
extra {}
"   By closer look at Bryan you notice that this is'nt a dwarf after all!
Under the cape you see green evil eyes, a small bald head and pointy teeth.
This guy is truly worth checking out!"

money 30 IRON_PIECE

M_GOBLIN_WARRIOR_AXE(6, SEX_MALE)

dilcopy teamwork@function("gnome / esbanoviz / cook / officer");
dilbegin bryanprg();
var
 item  : unitptr;
code
{
 heartbeat:=PULSE_SEC*15;
 :start:
 walkto(findroom("kitchen@goblin_cave"));
 pause;
 exec("say Hree I Amm!", self);
 wait(SFB_CMD, (command("say")) and (activator.nameidx=="cook") and (activator.zoneidx=="goblin_cave"));
 pause;
 item:=findunit(self, "bread", FIND_UNIT_INVEN, null);
 if(item!=null)
 {
   exec("say I'll go ghet it Bozz!", self);
   exec("stand", self);
   walkto(findroom("baker_shop@midgaard"));
   pause;
   :buy_bread:
   exec("stand", self);
   pause;
   exec("buy bread", self);
   item:=findunit(self, "bread", FIND_UNIT_INVEN, null);
   if(item==null)
   {
     exec("rest", self);
     pause;
     goto buy_bread;
   }
   else
   {
     exec("say Dhont Yu Hhave some lizzard-aye?", self);
     pause;
     exec("emote scratches his BIG green nose.", self);
     pause;
     goto start;
   }
 }
 else
 {
   exec("say Oh, I hhave it hrere!", self);
   pause;
   exec("give bread cook", self);
   pause;
   goto start;
 }
 goto start;
}
dilend
end

                               undercook2
names {"esbanoviz", "dwarf", "goblin"}
title "Esbanoviz the dwarf"
descr "Esbanoviz the dwarf is standing here."

extra {}
"   By closer look at Esbanoviz you notice that this is'nt a dwarf after all!
Under the cape you see green evil eyes, a small bald head and pointy teeth.
This guy is truly worth checking out!"

M_GOBLIN_WARRIOR_AXE(3, SEX_MALE)
money 15 IRON_PIECE

dilcopy teamwork@function("gnome / bryan / cook / officer");
dilbegin undercook2prg();
var
 item  : unitptr;
code
{
 heartbeat:=PULSE_SEC*15;
 :start:
 walkto(findroom("kitchen@goblin_cave"));
 pause;
 exec("say Ho Bozz, Esbanovizzz De Psydonom Haz Arrivedd!", self);
 wait(SFB_CMD, (command("say")) and (activator.nameidx=="cook") and (activator.zoneidx=="goblin_cave"));
 item:=findunit(self, "mushroom", FIND_UNIT_INVEN, null);
 if(item==null)
 {
   walkto(findroom("pt_d_fo@goblin"));
   pause;
   link(self, load("mushroom@goblin_cave"));
   exec("emote gets a mushroom.", self);
   pause;
   exec("say Dad wazz easy.", self);
   pause;
   exec("say Hi.",self);
   pause;
   exec("whistle", self);
   pause;
   walkto(findroom("fireplac@elfdom"));
   pause;
   exec("emote looks at the sky.", self);
   pause;
   exec("say I'll beddar go bak!", self);
   pause;
   goto start;
 }
 else
 {
   exec("say Oh, I hhave it hrere.", self);
   pause;
   exec("give mushroom cook", self);
   pause;
   goto start;
 }
 goto start;
}
dilend
end

                               prisoner
names {"goblin prisoner", "prisoner", "goblin"}
title "the goblin prisoner"
descr "A prisoner is here, desperately looking for a way out"
extra {}
"   The creature in front of you is about 4 feet high. His eyes are shining
with insanity. He's wearing nothing but a loincloth. He is very clean and
well-shaved. In some way he reminds you of the dirty and disgusting goblins,
but this guy is really clean!?"
extra {"cloth", "loincloth"} "Kinky!"


M_GOBLIN_WARRIOR_AXE(9, SEX_MALE)
alignment 100
money 30 IRON_PIECE
dilbegin prisonerprg();
code
{
 heartbeat:=PULSE_SEC*10;
 :start:
 wait(SFB_CMD, activator.type==UNIT_ST_PC);
 pause;
 exec("say Don't close the door! PLEASE!", self);
 pause;
 walkto(findroom("throne1@goblin_cave"));
 pause;
 exec("say I'm free....NOW REVENGE!", self);
 pause;
 exec("say King Burp... HA, nothing but a simple fool!", self);
 pause;
 walkto(findroom("throne2@goblin_cave"));
 pause;
 exec("point burp", self);
 pause;
 exec("say YOU!", self);
 pause;
 exec("say You gotta DIE, You...you...BURP!", self);
 pause;
 exec("kill burp", self);
 wait(SFB_DEAD, (activator.nameidx=="burp") and (activator.zoneidx=="goblin_cave"));
 pause;
 walkto(findroom("jail@goblin_cave"));
 pause;
 exec("say It's fulfilled...King Burp is DEAD!", self);
 pause;
 exec("shout King Burp of the goblins are dead!!!", self);
 pause;
 goto start;
}
dilend
end

                               sleeper
names {"small goblin", "goblin"}
title "the goblin"
descr "A small goblin is sleeping here."
extra {}
"   This is the first nice goblin you have seen. Slit the throat! DO IT !"

M_GOBLIN_WARRIOR_SWORD(4, SEX_FEMALE)
money 20 IRON_PIECE

position POSITION_SLEEPING
default POSITION_SLEEPING

dilcopy teamwork@function("officer");
dilcopy rescue@function("officer");
dilbegin sleeperprg();
code
{
 heartbeat:=PULSE_SEC*250;
 :start:
 walkto(findroom("bed_chamber@goblin_cave"));
 pause;
 exec("yawn", self);
 pause;
 exec("sleep", self);
 pause;
 goto start;
}
dilend
end

                               goblin1
names {"small goblin", "goblin"}
title "the goblin"
descr "A small goblin is here, trying to hide himself."
extra {}
"   This is a very tricky goblin. Hiding very good in the bushes. This guy
is NOT the type YOU want to fight..."

M_GOBLIN_WARRIOR_SWORD(6, SEX_FEMALE)
money 30 IRON_PIECE

dilcopy teamwork@function("goblin / bryan / esbanoviz");
special SFUN_HIDEAWAY time WAIT_SEC*180
dilbegin goblin1prg();
code
{
 heartbeat:=PULSE_SEC*8;
 :start:
 wait(SFB_CMD, activator.type==UNIT_ST_PC);
 pause;
 act("&[whisper]$1n whispers 'ready?'&cw", A_SOMEONE, self, null, null, TO_ALL);
 sendto(activator.name, findsymbolic("goblin2@goblin_cave"));
 pause;
 exec("kill "+activator.name, self);
 while(self.position==POSITION_FIGHTING)
 {
   pause;
 }
 goto start;
}
dilend
end

                               goblin2
names {"small goblin", "goblin"}
title "the goblin"
descr "A small goblin is here, trying to hide himself."
extra {}
"   This is a very tricky goblin. Hiding very good in the bushes. This guy
is NOT the type YOU want to fight..."

M_GOBLIN_WARRIOR_SWORD(5, SEX_MALE)
money 25 IRON_PIECE

dilcopy teamwork@function("goblin / bryan / esbanoviz");
special SFUN_HIDEAWAY time WAIT_SEC*180
dilbegin goblin2prg();
code
{
 heartbeat:=PULSE_SEC*8;
 :start:
 wait(SFB_MSG, (activator.nameidx=="goblin1") and (activator.zoneidx=="goblin_cave"));
 act("&c+w$1n whispers 'yes... kill... KILL!&cw", A_SOMEONE, self, null, null, TO_ALL);
 pause;
 exec("kill "+argument, self);
 pause;
 goto start;
}
dilend
end

/*=======================================================================*/
/*                                RESET                                  */
/*=======================================================================*/
%reset

load burp into throne2 max 1
{ equip burp_sword position WEAR_WIELD
 equip fake_beard position WEAR_HEAD
 equip burp_sceptre position WEAR_HOLD
 equip burp_robe position WEAR_ABOUT
 equip goblin_sleeves position WEAR_ARMS
 equip gob_gauntlets position WEAR_HANDS
 equip goblin_leggins position WEAR_LEGS
 equip goblin_breast position WEAR_BODY
 equip goblin_boots position WEAR_FEET
 load gob_tre_key into burp
  load mguul into throne2 max 1
  { equip mguul_dagger position WEAR_WIELD
    equip pointy_hat position WEAR_HEAD
    equip mguul_robe position WEAR_ABOUT
    equip goblin_sleeves position WEAR_ARMS
    equip gob_gauntlets position WEAR_HANDS
    equip goblin_leggins position WEAR_LEGS
    equip goblin_breast position WEAR_BODY
    equip goblin_boots position WEAR_FEET
     load ghopla into throne2 max 1
     { equip ghopla_mace position WEAR_WIELD
       equip goblin_helmet position WEAR_HEAD
       equip goblin_sleeves position WEAR_ARMS
       equip gob_gauntlets position WEAR_HANDS
       equip goblin_leggins position WEAR_LEGS
       equip goblin_breast position WEAR_BODY
       equip goblin_boots position WEAR_FEET
        load fool into throne2 max 1
        { equip fool_sceptre position WEAR_HOLD
          equip fools_hat position WEAR_HEAD
        }
     }
  }
}
load baa into throne1 max 1
{ equip goblin_sword position WEAR_WIELD
 equip goblin_helmet position WEAR_HEAD
 equip goblin_sleeves position WEAR_ARMS
 equip gob_gauntlets position WEAR_HANDS
 equip goblin_leggins position WEAR_LEGS
 equip goblin_breast position WEAR_BODY
 equip goblin_boots position WEAR_FEET
  load boo into throne1 max 1
  { equip goblin_sword position WEAR_WIELD
    equip goblin_helmet position WEAR_HEAD
    equip goblin_sleeves position WEAR_ARMS
    equip gob_gauntlets position WEAR_HANDS
    equip goblin_leggins position WEAR_LEGS
    equip goblin_breast position WEAR_BODY
    equip goblin_boots position WEAR_FEET
  }
}
load bii into throne3 max 1
{ equip goblin_sword position WEAR_WIELD
 equip goblin_helmet position WEAR_HEAD
 equip goblin_sleeves position WEAR_ARMS
 equip gob_gauntlets position WEAR_HANDS
 equip goblin_leggins position WEAR_LEGS
 equip goblin_breast position WEAR_BODY
 equip goblin_boots position WEAR_FEET
  load bee into throne3 max 1
  { equip goblin_sword position WEAR_WIELD
    equip goblin_helmet position WEAR_HEAD
    equip goblin_sleeves position WEAR_ARMS
    equip gob_gauntlets position WEAR_HANDS
    equip goblin_leggins position WEAR_LEGS
    equip goblin_breast position WEAR_BODY
    equip goblin_boots position WEAR_FEET
  }
}
load officer into cave_cross max 1
{ equip goblin_sword position WEAR_WIELD
 equip goblin_helmet position WEAR_HEAD
 equip goblin_sleeves position WEAR_ARMS
 equip gob_gauntlets position WEAR_HANDS
 equip goblin_leggins position WEAR_LEGS
 equip goblin_breast position WEAR_BODY
 equip goblin_boots position WEAR_FEET
 load gob_jail_key into officer max 1
}

load prisoner into jail max 1

load cook into kitchen max 1

load undercook1 into kitchen max 1
{
 equip midgaard/axe1 position WEAR_WIELD
 equip midgaard/lth_jerkin position WEAR_BODY
 equip midgaard/lth_pants position WEAR_LEGS
 equip midgaard/lth_sleeves position WEAR_ARMS
}

load undercook2 into kitchen max 1
{
 equip midgaard/axe1 position WEAR_WIELD
 equip midgaard/lth_jerkin position WEAR_BODY
 equip midgaard/lth_pants position WEAR_LEGS
 equip midgaard/lth_sleeves position WEAR_ARMS
}


load sleeper into bed_chamber max 2
{ equip goblin_sword position WEAR_WIELD
 equip goblin_helmet position WEAR_HEAD
 equip goblin_sleeves position WEAR_ARMS
 equip gob_gauntlets position WEAR_HANDS
 equip goblin_leggins position WEAR_LEGS
 equip goblin_breast position WEAR_BODY
 equip goblin_boots position WEAR_FEET
}

load goblin1 into cypress/cave_entrance max 1
{ equip goblin_sword position WEAR_WIELD
 equip goblin_helmet position WEAR_HEAD
 equip goblin_sleeves position WEAR_ARMS
 equip gob_gauntlets position WEAR_HANDS
 equip goblin_leggins position WEAR_LEGS
 equip goblin_breast position WEAR_BODY
 equip goblin_boots position WEAR_FEET
}

load goblin2 into cypress/cave_entrance max 1
{ equip goblin_sword position WEAR_WIELD
 equip goblin_helmet position WEAR_HEAD
 equip goblin_sleeves position WEAR_ARMS
 equip gob_gauntlets position WEAR_HANDS
 equip goblin_leggins position WEAR_LEGS
 equip goblin_breast position WEAR_BODY
 equip goblin_boots position WEAR_FEET
}

load robe_gwyn into behind_throne max 1
load coins1 into behind_throne max 1

door cave_cross WEST {EX_OPEN_CLOSE,EX_CLOSED}
door cave_cross EAST {EX_OPEN_CLOSE,EX_CLOSED}
door cave_cross SOUTH {EX_OPEN_CLOSE,EX_CLOSED}
door bed_chamber EAST {EX_OPEN_CLOSE,EX_CLOSED}
door storeroom WEST {EX_OPEN_CLOSE,EX_CLOSED}
door kitchen WEST {EX_OPEN_CLOSE,EX_CLOSED}
door jail EAST {EX_OPEN_CLOSE,EX_CLOSED,EX_LOCKED}
door throne1 WEST {EX_OPEN_CLOSE,EX_CLOSED,EX_LOCKED}
door throne4 NORTH {EX_OPEN_CLOSE,EX_CLOSED}
door throne2 SOUTH {EX_OPEN_CLOSE,EX_CLOSED,EX_LOCKED,EX_HIDDEN}
door throne3 EAST {EX_OPEN_CLOSE,EX_CLOSED}
door behind_throne NORTH {EX_OPEN_CLOSE,EX_CLOSED,EX_LOCKED}


%end