The trees alongside the road filter out the majority of the sound from the falls to the northeast, shielding your ears from the noise. The road also runs westward along the bank of the river.
Obvious paths: northeast, west
Map: rr-rivers_rest-1618766733.png
Exit Connecting Room
west 11025
go pathway 16015
go rough-cut track 16016
northeast 11033
;e force_go2 = proc { |room_num| go2_count = Script.running.find_all { |s| s.name == 'go2' }.length force_start_script 'go2', [ room_num.to_s ] wait_while { Script.running.find_all { |s| s.name == 'go2' }.length > go2_count } } script = Script.self rrcitizen = nil if Char.citizenship == "River's Rest" rrcitizen = true end amulet = nil driftwood = nil close_containers = [] if UserVars.lootsack.nil? or UserVars.lootsack.empty? lootsack = GameObj.inv.find { |obj| obj.noun =~ /cloak|longcoat|backpack|pack/ } else lootsack = GameObj.inv.find { |obj| obj.name =~ /#{Regexp.escape(UserVars.lootsack.strip)}/i } || GameObj.inv.find { |obj| obj.name =~ /#{Regexp.escape(UserVars.lootsack).sub(' ', ' .*')}/i } end find_all_containers_var = nil find_all_containers = proc { if find_all_containers_var.nil? hp = proc { |ss| if ss =~ /^You are wearing/; DownstreamHook.remove('find_all_container_ids'); nil; else; ss; end } DownstreamHook.add('find_all_container_ids', hp) restore_silent = script.silent restore_want_downstream = script.want_downstream restore_want_downstream_xml = script.want_downstream_xml script.silent = true script.want_downstream = false script.want_downstream_xml = true clear put 'inventory containers' script.silent = restore_silent timeout = Time.now + 30 container_ids = [] while (Time.now < timeout) and (line = get) if line =~ /^You are wearing/ container_ids = line.scan(/<a exist="([^"]+)"/).flatten break end end script.want_downstream = restore_want_downstream script.want_downstream_xml = restore_want_downstream_xml clear find_all_containers_var = container_ids.collect { |id| GameObj[id] } end find_all_containers_var } empty_hands if lootsack if lootsack.contents.nil? result = dothistimeout "open ##{lootsack.id}", 10, /^You open|already open|^There doesn't seem to be any way to do that|^What were you referring to|^I could not find what you were referring to/ if lootsack.contents.nil? and result =~ /already open/ dothistimeout "look in ##{lootsack.id}", 10, /^In the|^There is nothing|^That is closed|^What were you referring to|^I could not find what you were referring to|is stuffed with a variety of/ elsif result =~ /^You open/ close_containers.push(lootsack) end end if rrcitizen driftwood = lootsack.contents.find { |obj| obj.name == 'piece of sun-washed driftwood' } end amulet = lootsack.contents.find { |obj| obj.name == 'crystal amulet' } end if amulet.nil? && driftwood.nil? for container in find_all_containers.call next if container == lootsack if container.contents.nil? result = dothistimeout "open ##{container.id}", 10, /^You open|already open|^There doesn't seem to be any way to do that|^What were you referring to|^I could not find what you were referring to/ if container.contents.nil? and result =~ /^That is already open/ dothistimeout "look in ##{container.id}", 10, /^In the|^There is nothing|^That is closed|^What were you referring to|^I could not find what you were referring to|is stuffed with a variety of/ elsif result =~ /^You open|^You glance/ close_containers.push(container) end end if rrcitizen if driftwood = container.contents.find { |obj| obj.name == 'piece of sun-washed driftwood' } break end end if amulet = container.contents.find { |obj| obj.name == 'crystal amulet' } break end end end if (rrcitizen && driftwood) dothistimeout "_drag ##{driftwood.id} right", 10, /^You (?:carefully )?(?:remove|grab|reach|slip|tuck)|^Get what/ elsif amulet dothistimeout "_drag ##{amulet.id} right", 10, /^You (?:carefully )?(?:remove|grab|reach|slip|tuck)|^Get what/ else if $go2_get_silvers this_room = Room.current force_go2.call('bank --disable-confirm') fput 'unhide' if hidden? or invisible? if rrcitizen withdraw_result = dothistimeout "withdraw 600 silvers", 10, /hands you|don't seem to have that much/ unless withdraw_result =~ /hands you/ echo "Too poor to go to Wehnimer's Landing" exit end force_go2.call('general store --disable-confirm') fput 'unhide' if hidden? or invisible? fput 'order 11' buy_result = dothistimeout "buy", 10, /hands you a piece of sun-washed driftwood|Looks like you might buckle under this weight/ unless buy_result =~ /hands you a piece of sun-washed driftwood/ echo "Too encumbered to go to Wehnimer's Landing" exit end if righthand?('driftwood') driftwood = GameObj.right_hand end else withdraw_result = dothistimeout "withdraw 2000 silvers", 10, /hands you|don't seem to have that much/ unless withdraw_result =~ /hands you/ echo "Too poor to go to Wehnimer's Landing" exit end force_go2.call('alchemist --disable-confirm') fput 'unhide' if hidden? or invisible? fput 'order 15' buy_result = dothistimeout "buy", 10, /hands you a crystal amulet|Looks like you might buckle under this weight/ unless buy_result =~ /hands you a crystal amulet/ echo "Too encumbered to go to Wehnimer's Landing" exit end fput 'buy' if righthand?('amulet') amulet = GameObj.right_hand end end force_go2.call('bank --disable-confirm') fput 'unhide' if hidden? or invisible? fput 'deposit all' force_go2.call('11032 --disable-confirm') else echo 'You have no crystal amulet! If you want this script to buy you one, issue the command: ;go2 --getsilvers=on' close_containers.each { |c| fput "close ##{c.id}" } fill_hands exit end end if (rrcitizen && driftwood) fput 'put my driftwood in log' else fput 'put my crystal amulet in log' end move 'go log' fill_hands 6274
Full Room Info
{ "climate": "moist", "description": [ "The trees alongside the road filter out the majority of the sound from the falls to the northeast, shielding your ears from the noise. The road also runs westward along the bank of the river." ], "id": 11032, "image": "rr-rivers_rest-1618766733.png", "image_coords": [ 2611, 1565, 2633, 1588 ], "location": "the South River Road", "paths": [ "Obvious paths: northeast, west" ], "tags": [ "blue trafel mushroom", "boot", "acantha leaf", "calamia fruit", "aloeas stem", "soft white mushroom", "withered black mushroom", "striped heart mushroom", "daggerstalk mushroom", "flathead mushroom", "genkew mushroom", "water chestnut", "stalk of cattail", "stalk of bluebells", "wild chokecherry", "bright red cranberry", "kylan berry", "murdroot", "wavepetal blossom", "sunburst blossom", "talneo root", "banana leaf", "meta:forage-sensed", "golden flax fronds", "cassava root", "small green quenepas", "vibrant green plantain", "bright yellow plantain", "cone-shaped pineapple", "bright orange", "meta:forage-sensed:day:2024-05" ], "terrain": "riparian", "timeto": { "11025": 0.2, "11033": 0.2, "16015": 0.2, "16016": 0.2, "6274": 100 }, "title": [ "[South River Road]" ], "uid": [ 2104014 ], "wayto": { "11025": "west", "11033": "northeast", "16015": "go pathway", "16016": "go rough-cut track", "6274": ";e force_go2 = proc { |room_num| go2_count = Script.running.find_all { |s| s.name == 'go2' }.length\nforce_start_script 'go2', [ room_num.to_s ]\nwait_while { Script.running.find_all { |s| s.name == 'go2' }.length > go2_count } }\nscript = Script.self\nrrcitizen = nil\nif Char.citizenship == \"River's Rest\"\n\trrcitizen = true\nend\namulet = nil\ndriftwood = nil\nclose_containers = []\nif UserVars.lootsack.nil? or UserVars.lootsack.empty?\n\tlootsack = GameObj.inv.find { |obj| obj.noun =~ /cloak|longcoat|backpack|pack/ }\nelse\n\tlootsack = GameObj.inv.find { |obj| obj.name =~ /#{Regexp.escape(UserVars.lootsack.strip)}/i } || GameObj.inv.find { |obj| obj.name =~ /#{Regexp.escape(UserVars.lootsack).sub(' ', ' .*')}/i }\nend\nfind_all_containers_var = nil\nfind_all_containers = proc {\n\tif find_all_containers_var.nil?\n\t\thp = proc { |ss| if ss =~ /^You are wearing/; DownstreamHook.remove('find_all_container_ids'); nil; else; ss; end }\n\t\tDownstreamHook.add('find_all_container_ids', hp)\n\t\trestore_silent = script.silent\n\t\trestore_want_downstream = script.want_downstream\n\t\trestore_want_downstream_xml = script.want_downstream_xml\n\t\tscript.silent = true\n\t\tscript.want_downstream = false\n\t\tscript.want_downstream_xml = true\n\t\tclear\n\t\tput 'inventory containers'\n\t\tscript.silent = restore_silent\n\t\ttimeout = Time.now + 30\n\t\tcontainer_ids = []\n\t\twhile (Time.now < timeout) and (line = get)\n\t\t\tif line =~ /^You are wearing/\n\t\t\t\tcontainer_ids = line.scan(/<a exist=\"([^\"]+)\"/).flatten\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\tscript.want_downstream = restore_want_downstream\n\t\tscript.want_downstream_xml = restore_want_downstream_xml\n\t\tclear\n\t\tfind_all_containers_var = container_ids.collect { |id| GameObj[id] }\n\tend\n\tfind_all_containers_var\n}\nempty_hands\nif lootsack\n\tif lootsack.contents.nil?\n\t\tresult = dothistimeout \"open ##{lootsack.id}\", 10, /^You open|already open|^There doesn't seem to be any way to do that|^What were you referring to|^I could not find what you were referring to/\n\t\tif lootsack.contents.nil? and result =~ /already open/\n\t\t\tdothistimeout \"look in ##{lootsack.id}\", 10, /^In the|^There is nothing|^That is closed|^What were you referring to|^I could not find what you were referring to|is stuffed with a variety of/\n\t\telsif result =~ /^You open/\n\t\t\tclose_containers.push(lootsack)\n\t\tend\n\tend\n\tif rrcitizen\n\t\tdriftwood = lootsack.contents.find { |obj| obj.name == 'piece of sun-washed driftwood' }\n\tend\n\tamulet = lootsack.contents.find { |obj| obj.name == 'crystal amulet' }\nend\nif amulet.nil? && driftwood.nil?\n\tfor container in find_all_containers.call\n\t\tnext if container == lootsack\n\t\tif container.contents.nil?\n\t\t\tresult = dothistimeout \"open ##{container.id}\", 10, /^You open|already open|^There doesn't seem to be any way to do that|^What were you referring to|^I could not find what you were referring to/\n\t\t\tif container.contents.nil? and result =~ /^That is already open/\n\t\t\t\tdothistimeout \"look in ##{container.id}\", 10, /^In the|^There is nothing|^That is closed|^What were you referring to|^I could not find what you were referring to|is stuffed with a variety of/\n\t\t\telsif result =~ /^You open|^You glance/\n\t\t\t\tclose_containers.push(container)\n\t\t\tend\n\t\tend\n\t\tif rrcitizen\n\t\t\tif driftwood = container.contents.find { |obj| obj.name == 'piece of sun-washed driftwood' }\n\t\t\t\tbreak\n\t\t\tend\n\t\tend\n\t\tif amulet = container.contents.find { |obj| obj.name == 'crystal amulet' }\n\t\t\tbreak\n\t\tend\n\tend\nend\nif (rrcitizen && driftwood)\n\tdothistimeout \"_drag ##{driftwood.id} right\", 10, /^You (?:carefully )?(?:remove|grab|reach|slip|tuck)|^Get what/\nelsif amulet\n\tdothistimeout \"_drag ##{amulet.id} right\", 10, /^You (?:carefully )?(?:remove|grab|reach|slip|tuck)|^Get what/\nelse\n\tif $go2_get_silvers\n\t\tthis_room = Room.current\n\t\tforce_go2.call('bank --disable-confirm')\n\t\tfput 'unhide' if hidden? or invisible?\n\t\tif rrcitizen\n\t\t\twithdraw_result = dothistimeout \"withdraw 600 silvers\", 10, /hands you|don't seem to have that much/\n\t\t\tunless withdraw_result =~ /hands you/\n\t\t\t\techo \"Too poor to go to Wehnimer's Landing\"\n\t\t\t\texit\n\t\t\tend\n\t\t\tforce_go2.call('general store --disable-confirm')\n\t\t\tfput 'unhide' if hidden? or invisible?\n\t\t\tfput 'order 11'\n\t\t\tbuy_result = dothistimeout \"buy\", 10, /hands you a piece of sun-washed driftwood|Looks like you might buckle under this weight/\n\t\t\tunless buy_result =~ /hands you a piece of sun-washed driftwood/\n\t\t\t\techo \"Too encumbered to go to Wehnimer's Landing\"\n\t\t\t\texit\n\t\t\tend\n\t\t\tif righthand?('driftwood')\n\t\t\t\tdriftwood = GameObj.right_hand\n\t\t\tend\n\t\telse\n\t\t\twithdraw_result = dothistimeout \"withdraw 2000 silvers\", 10, /hands you|don't seem to have that much/\n\t\t\tunless withdraw_result =~ /hands you/\n\t\t\t\techo \"Too poor to go to Wehnimer's Landing\"\n\t\t\t\texit\n\t\t\tend\n\t\t\tforce_go2.call('alchemist --disable-confirm')\n\t\t\tfput 'unhide' if hidden? or invisible?\n\t\t\tfput 'order 15'\n\t\t\tbuy_result = dothistimeout \"buy\", 10, /hands you a crystal amulet|Looks like you might buckle under this weight/\n\t\t\tunless buy_result =~ /hands you a crystal amulet/\n\t\t\t\techo \"Too encumbered to go to Wehnimer's Landing\"\n\t\t\t\texit\n\t\t\tend\n\t\t\tfput 'buy'\n\t\t\tif righthand?('amulet')\n\t\t\t\tamulet = GameObj.right_hand\n\t\t\tend\n\t\tend\n\t\tforce_go2.call('bank --disable-confirm')\n\t\tfput 'unhide' if hidden? or invisible?\n\t\tfput 'deposit all'\n\t\tforce_go2.call('11032 --disable-confirm')\n\telse\n\t\techo 'You have no crystal amulet! If you want this script to buy you one, issue the command: ;go2 --getsilvers=on'\n\t\tclose_containers.each { |c| fput \"close ##{c.id}\" }\n\t\tfill_hands\n\t\texit\n\tend\nend\nif (rrcitizen && driftwood)\n\tfput 'put my driftwood in log'\nelse\n \tfput 'put my crystal amulet in log'\nend\nmove 'go log'\nfill_hands\n" } }


MapDB last updated: 2024-10-31 16:32:15 +0000