Clearly His Majesty spends a great deal of time here when he isn't hiding from adventurers. The decor is certainly the best that generations of kobold artists have produced, the centerpiece consisting of a dented helm balanced on a stick so that it rattles a bit if you tap it. There are other equally fine treasures here, no doubt taken as spoils from the king's many victories and each almost as marvelous as the last.
Obvious exits: out
Map: wl-gates-1264234799.png
Exit Connecting Room
out 6272
;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}", 2, /^You open|^Oh no|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/ echo result if lootsack.contents.nil? and result =~ /^Oh no|already open/ dothistimeout "look in ##{lootsack.id}", 10, /^In the|^Peering|^You absentmindedly|^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|^Oh no|already open|^You glance/ 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|Oh no|is 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 =~ /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? 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 River's Rest" exit end force_go2.call('alchemist --disable-confirm') fput 'unhide' if hidden? or invisible? fput 'order 10' 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 River's Rest" exit end if righthand?('amulet') amulet = GameObj.right_hand end force_go2.call('bank --disable-confirm') fput 'unhide' if hidden? or invisible? fput 'deposit all' force_go2.call('6274 --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 giant\'s boot' else fput 'put my crystal amulet in giant\'s boot' end move 'go giant\'s boot' fill_hands 11032
Full Room Info
{ "climate": "none", "description": [ "Clearly His Majesty spends a great deal of time here when he isn't hiding from adventurers. The decor is certainly the best that generations of kobold artists have produced, the centerpiece consisting of a dented helm balanced on a stick so that it rattles a bit if you tap it. There are other equally fine treasures here, no doubt taken as spoils from the king's many victories and each almost as marvelous as the last." ], "id": 6274, "image": "wl-gates-1264234799.png", "image_coords": [ 100, 400, 110, 410 ], "location": "the Lower Dragonsclaw", "paths": [ "Obvious exits: out" ], "tags": [ "boot", "wolifrew lichen", "withered black mushroom", "cave moss", "murdroot", "ironfern root", "wingstem root", "meta:forage-sensed", "meta:forage-sensed:day:2023-02" ], "terrain": "none", "timeto": { "11032": 100, "6272": 0.2 }, "title": [ "[Kobold Village, King's Loo]" ], "uid": [ 373014 ], "wayto": { "11032": ";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}\", 2, /^You open|^Oh no|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/\necho result\n\t\tif lootsack.contents.nil? and result =~ /^Oh no|already open/\n\t\t\tdothistimeout \"look in ##{lootsack.id}\", 10, /^In the|^Peering|^You absentmindedly|^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|^Oh no|already open|^You glance/\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|Oh no|is 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 =~ /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\twithdraw_result = dothistimeout \"withdraw 2000 silvers\", 10, /hands you|don't seem to have that much/\n\t\tunless withdraw_result =~ /hands you/\n\t\t\techo \"Too poor to go to River's Rest\"\n\t\t\texit\n\t\tend\n\t\tforce_go2.call('alchemist --disable-confirm')\n\t\tfput 'unhide' if hidden? or invisible?\n\t\tfput 'order 10'\n\t\tbuy_result = dothistimeout \"buy\", 10, /hands you a crystal amulet|Looks like you might buckle under this weight/\n\t\tunless buy_result =~ /hands you a crystal amulet/\n\t\t\techo \"Too encumbered to go to River's Rest\"\n\t\t\texit\n\t\tend\n\t\tif righthand?('amulet')\n\t\t\tamulet = GameObj.right_hand\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('6274 --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 giant\\'s boot'\nelse\n \tfput 'put my crystal amulet in giant\\'s boot'\nend\nmove 'go giant\\'s boot'\nfill_hands\n", "6272": "out" } }


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