Minor fixes in tutorial_world build.
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2 changed files with 16 additions and 6 deletions
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@ -346,6 +346,11 @@ start
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#
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@lock north = view:attr(last_climbed) ; traverse:attr(last_climbed)
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#
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@desc north
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This is a hardly visible footpath leading off through the rain-beaten
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grass. It seems to circle the trees northward. You would never had
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noticed it had you not seen it from above.
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#
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@set north/tutorial_info =
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This exit is locked with a lock string that looks like this:
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@ -513,7 +518,7 @@ bridge
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@desc
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You are on a narrow ledge protruding from the side of the cliff,
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about halfway down. The air if saturated with salty sea water,
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sprays hitting your from the crashing waves below.
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sprays hitting your face from the crashing waves below.
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The ledge is covered with a few black-grey brushes. Not far from you
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the cliff-face is broken down to reveal a narrow natural opening into
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@ -529,11 +534,15 @@ bridge
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#
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@create/drop The sea (far below you);sea;ocean
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#
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@set sea/get_err_msg:
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Try as you might, the Sea will always get you long before you can
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ever get it.
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#
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@lock sea = get:false()
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#
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@desc sea =
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Below you the gray sea rages. You can almost imagine feeling the
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cliff tremble under its onslaught.
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Below you the gray sea rages. You can almost imagine the
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cliff trembling under its onslaught.
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#
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@create/drop The hang bridge (above you);bridge;hangbridge;above
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#
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@ -1063,9 +1072,10 @@ stairs down
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@desc
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The tomb is dark. You fumble your way through it. You think you can
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make out a coffin in front of you in the gloom.
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{rSuddenly you hear a distinct 'click' and the ground suddenly
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disappears under your feet! You fall ... things go dark. {n
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{rSuddenly you hear a distinct 'click' and the ground abruptly
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disappears under your feet! You fall ... things go dark. {n
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...
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@ -359,7 +359,7 @@ class TeleportRoom(TutorialRoom):
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def at_object_receive(self, character, source_location):
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"This hook is called by the engine whenever the player is moved into this room."
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if not character.has_player or character.is_superuser:
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if not character.has_player:
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# only act on player characters.
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return
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#print character.db.puzzle_clue, self.db.puzzle_value
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