The Warp and Beyond


The Warp (dbref #9623)

In the Cosmic Encounter board game, the Warp is a black hexagon in the center of the board. When your tokens 'die' in combat, this is where they end up (unless you have the Zombie alien power). And there are ways to get your tokens back from the Warp, of course.

@dig The Warp
@set #9623 = slippery
@zone #9623 = #10719
@desc #9623 = Blackness. Emptiness. Oblivion. The dread Warp is the
 land of the dead, which all races - except the Zombie - must visit
 when they die, before they can be reborn anew. There is nothing here
 but you, an eternity of nothingness, and an ordinary wooden door.

pray (dbref #9633)

This is the non-solver way out of the Warp. You don’t solve the puzzle, ie: you don’t get through the door, but you do get to return to the Observation Deck of the spaceport, which contains the view of the Warp that you just escaped from.

@open pray = #8893
@osucc #9633 = prays for a way out, and disappears!
@succe #9633 = You pray for a way outta here, and lo, it is
 granted... >POP<... and you exit to...
@desc #9633 =

ordinary wooden door (dbref #9635)

I “borrowed” this jokey puzzle directly from a Zot! comic, the same one seen in the Observation Deck. The door can be unlocked with the ordinary iron key, but there’s a brick wall on the other side! You can still get through, though...

Tech note: the door is open when “male”, and closed when not “male”.

@create ordinary wooden door;ordinary door;wooden door;door;owd
@set #9635 = expert
@field #9635 = closedmsg : What, is an ordinary wooden door doing here?
 It's absolutely conventional in appearance, except that it's floating
 unsupported in the middle of the Warp. Nothing is on the other side. The
 door is in a frame, and it's also closed and locked.
@field #9635 = openmsg : The ordinary wooden door stands open, revealing a
 solid brick wall.
@fail #9635 = Nuh-uh.
@field #9635 = search : Nothing is on the other side of the door. The door
 is in a wooden frame, and the hinges are on this side, so it would open
 outwards. There's an ordinary doorknob, and a keyhole for the key, if you
 have it.
@field #9635 = push : Pushing the ordinary wooden door doesn't help.
@field #9635 = pull : Pulling the ordinary wooden door doesn't help.
@field #9635 = reset : @setflag(9635,"!male");
@lock #9635 = #8796
@desc #9635 = @switch(@testflag("%!","male"),
 "0",@getfield("%!","closedmsg"),@getfield("%!","openmsg"))

open door (dbref #9646)

@action open door;unlock door;open door with key;unlock door with key
 = #9635 : nowhere
@succe #9646 = @switch(@testflag(9635,"male"),"1",
 "But the ordinary wooden door is already open!",
 @switch(@eq("%#",@location(9862)),
 0,"You can't unlock and open the ordinary wooden door without the
 ordinary iron key.",
 1,@print(
 @setflag(9635,"male"),
 @tell("%#","You unlock the ordinary wooden door with the ordinary
 iron key and pull the door open to reveal... a solid brick wall.
 This CAN'T be real. Not after all the trouble you went through to get
 this stupid key."),
 @tellroom(9623,"%#","%n unlocks the ordinary wooden door with the
 ordinary iron key and pulls the door open to reveal... a solid
 brick wall.")
 )))

enter door (dbref #9663)

@action enter door;out;exit = ordinary wooden door : nowhere
@succe #9663 = @switch(@testflag("9635","male"),"0","But the ordinary
 wooden door is closed and locked!","But there's a solid brick wall in
 the doorway!")

close door (dbref #9670)

@action close door;slam door;lock door = ordinary wooden door : nowhere
@succe #9670 = @switch(@testflag("9635","male"),
 0,"But the ordinary wooden door is already closed!",
 1,@print(
 @setflag(9635,"!male"),
 @tell("%#","You close the ordinary wooden door,
 and hear the click as it locks itself."),
 @tellroom(9671,"%#","%n closes the ordinary wooden door.")
 ))

brick wall (dbref #9873)

The "solid brick wall" is an illusion. Touching it will show that it's not solid. You must deduce that you can enter or walk through the brick wall.

@create brick wall;solid brick wall;brick;wall;bw
@set #9873 = expert
@set #9873 = dark
@lock #9873 = -1
@fail #9873 = @switch(@testflag("9635","male"),"1","Futile.","I don't see
 that here.")
@zone #9873 = #10719
@desc #9873 = @switch(@testflag("9635","male"),"1","A brick wall fills
 the entire doorway, and it looks completely solid. You don't know who
 put it there or why, but like, c'mon, is this someone's idea of a bad
 joke?","I don't see that here.")
@field #9873 = push : @switch(@testflag("9635","male"),"1",@print(
 @tell("%#","You touch the wall, and discover that the brick wall
 isn't really solid after all! Your hand goes right through!"),
 @tellroom(@location("%#"),"%#","%n touches the wall, and %p hand goes
 right through!")
 ),"I don't see that here.")

enter brick wall (dbref #9877)

Entering the brick wall takes you to the Undernexus of Cosmic Reality.

@action enter brick wall;walk through brick wall;go through brick wall;
 walk thru brick wall;walk into brick wall;walk in brick wall;
 step through brick wall;step into brick wall;step thru brick wall;
 enter brick;walk through brick;go through brick;
 walk thru brick;walk into brick;walk in brick;
 step through brick;step into brick;step thru brick;
 enter wall;walk through wall;go through wall;
 walk thru wall;walk into wall;walk in wall;
 step through wall;walk into wall;walk in wall = #9873 : nowhere
@set #9877 = dark
@lock #9877 = #-1
@fail #9877 = @switch(@testflag("9635","male"),"1",@print(
 @tell("%#","You walk through the brick wall! There is a moment of
 disorientation and... ugh, vertigo... everything you ever were,
 everything you might have been, everything you could *not* have been...
 the infinite... how long has it been since you walked through the wall?
 ... Was it just a moment ago?...%cYou%cblack%cout...%c%c"),
 @tellroom(9623,"%#","%n walks through the wall!"),
 @move("%#",9676),
 @tell("%#","You shake off the lingering traces of vertigo from your trip
 here."),
 @tellroom(9676,"%#","%n appears in the distance, multipling like a living
 conga line which begins to spiral towards you! The multiple instances of
 %n swerve up and down an invisible roller coaster, before they finally
 land and converge into one body on the hub.")
 ),"I don't see that here.")

The Undernexus of Cosmic Reality (dbref #9676)

This room spits out a message every other turn, to make it seem like the wheel actually is turning. The messages are sequenced, and give hints as to what each color's destination is.

Also note, for my own convenience, I've put similar color actions on a transporting crystal that I carry. People might remember that I often appear in a silver haze when I enter the lounge.

@dig The Undernexus of Cosmic Reality
@zone #9676 = #10719
@desc #9676 = @tell("%#","This room - if \"room\" it can be called - seems
 to be a nexus, of sorts. It looks vaguely like you're at the center of a
 universe wide roulette wheel, with pulsating beams of every color
 spiralling out into the distance. Only the ground beneath you is solid;
 the wheel's hub is made of crystals."); @call(10633,"each_turn");
@field #9676 = pulse : 0
@field #9676 = color : 0
@field #9676 = msg_0 : The cosmic wheel turns, bringing the red beam
 into focus. Inside, you see a brief glimpse of a red stardisc.
@field #9676 = msg_1 : The cosmic wheel turns, bringing the orange beam
 into focus. Inside, you see a brief glimpse of an orange stardisc.
@field #9676 = msg_2 : The cosmic wheel turns, bringing the yellow beam
 into focus. Inside, you see a brief glimpse of a yellow stardisc.
@field #9676 = msg_3 : The cosmic wheel turns, bringing the green beam
 into focus. Inside, you see a brief glimpse of a green stardisc.
@field #9676 = msg_4 : The cosmic wheel turns, bringing the blue beam
 into focus. Inside, you see a brief glimpse of a blue stardisc.
@field #9676 = msg_5 : The cosmic wheel turns, bringing the violet beam
 into focus. Inside, you see a brief glimpse of a violet stardisc.
@field #9676 = msg_6 : The cosmic wheel turns, bringing the black beam
 into focus. Inside, you see a brief glimpse of an ordinary wooden door.
@field #9676 = msg_7 : The cosmic wheel turns, bringing the ultrablack beam
 into focus. Inside, you see a brief glimpse of a naked man, or maybe a
 statue.
@field #9676 = msg_8 : The cosmic wheel turns, bringing the silver beam
 into focus. Inside, you see a brief glimpse of an adventurers' lounge.
@field #9676 = each_turn :
 @switch(@getfield(9676,"pulse"), 0,@setfield(9676,"pulse",1), @print(
  @setfield(9676,"pulse",0),
  @setfield(9676,"color",@mod(@add(@getfield(9676,"color"),1),9)),
  @tellroom(9676,"",@getfield(9676,@print("msg_",@getfield(9676,"color"))))
 ));

cosmic wheel (dbref #11212)

@create cosmic wheel;roulette wheel;wheel;universe;beams;pulsating beams;
 room;nexus
@set #11212 = dark
@fail #11212 = @tell("%#","The wheel passes through your grasp, both
 physically and mentally. But even if you can't touch the wheel, maybe the
 wheel can touch you?"); @call(10633,"each_turn");
@lock #11212 = #-1
@desc #11212 = @tell("%#","The cosmic wheel is ever turning. Beams of
 different colors spin out in all directions."); @call(10633,"each_turn");

north (dbref #11213)

@open north;n;south;s;west;w;east;e;northwest;nw;northeast;ne;southwest;sw;
 up;u;down;d = nowhere
@set #11213 = dark
@succe #11213 = @tell("%#","That concept has no meaning here. The only
 directions here are the colors."); @call(10633,"each_turn");
@desc #11213 = @tell("%#","That concept has no meaning here. The only
 directions here are the colors."); @call(10633,"each_turn");

cosmic crystals (dbref #11229)

@create cosmic crystals;crystals;wheel's hub;hub;ground;floor;center
@set #11229 = dark
@link #11229 = #9676
@lock #11229 = #-1
@desc #11229 = @tell("%#","The ground is a composed of nothing but brillant,
 multifaceted crystals, each with as many colors as there are in the
 beams of light that surround you. Are the crystals the source of the
 light, or does the light converge here and somehow create the crystals?
 You might never know the answer.%cYou notice, however, that a few of
 the crystals are loose. You should take one for further study.");
 @call(10633,"each_turn");

cosmic crystal (dbref #11230)

@create cosmic crystal;crystal;cc
@set #11230 = expert
@desc cosmic crystal = @tell("%#","The cosmic crystal is hexagonal in
 shape. The six facets on one side are red, orange, yellow, green, blue,
 and violet. The six facets on the other side are white, gold, silver, 
 black, ultrablack (that's even blacker than black), and ultraviolet.");
 @call(10633,"each_turn");

cosmic crystal (dbref #11231)

@action focus * = cosmic crystal : nowhere
@set #11231 = puzzle
@field #11231 = exitto : eg: focus red
@field #11231 = the_color : red
@field #11231 = the_dest : 0
@succ #11231 = @switch("%0",
 "red", @print(@s("the_color","red"),@s("the_dest",9231)),
 "orange", @print(@s("the_color","orange"),@s("the_dest",9244)),
 "yellow", @print(@s("the_color","yellow"),@s("the_dest",9385)),
 "green", @print(@s("the_color","green"),@s("the_dest",9453)),
 "blue", @print(@s("the_color","blue"),@s("the_dest",9474)),
 "violet", @print(@s("the_color","violet"),@s("the_dest",10315)),
 "white", @print(@s("the_color","white"),@s("the_dest",10306)),
 "black", @print(@s("the_color","black"),@s("the_dest",10307)),
 {"ub","ultrablack"}, @print(@s("the_color","ultrablack"),@s("the_dest",10312)),
 {"uv","ultraviolet"}, @print(@s("the_color","ultraviolet"),@s("the_dest",11232)),
 "gold", @print(@s("the_color","gold"),@s("the_dest",11233)),
 "silver", @print(@s("the_color","silver"),@s("the_dest",14)),
 "", @s("the_dest",0), @s("the_dest","-1"));
 @let("d"=>@g("the_dest"),"z"=>@g("the_color"),@switch("%d",
 0,@print(@tell("%#","Focus what color?"),@call(10633,"each_turn")),
 -1,@print(@tell("%#","You don't see a %0 facet to focus."),
 @call(10633,"each_turn")),
 @print(
  @tell("%#","You focus on a %z facet, which teleports you to..."),
  @tellroom(@location("%#"),"%#","%n focuses on %p crystal and fades away
 into a %z haze in the light."),
  @move("%#","%d"),
  @tellroom(@location("%#"),"%#","%n materializes out from a %z haze in
 the light.")
 )));

black (dbref #9692)

The black exit takes you back to the Warp.

@open black;black beam = #9623
@odrop #9692 = materializes out from a black haze in the light.
@osucc #9692 = walks into the black light and fades away.
@succe #9692 = You walk into the black...
@desc #9692 = @tell("%#","It's black."); @call(10633,"each_turn");

white (dbref #9698)

The white exit takes you to the Spaceport Lobby.

@open white;white beam = #8856
@odrop #9698 = materializes out from a white haze in the light.
@osucc #9698 = walks into the white light and fades away.
@succe #9698 = You walk into the white...
@desc #9698 = @tell("%#","It's white."); @call(10633,"each_turn");

red (dbref #9749)

The red exit takes you to the Red StarDisc.

@open red;red beam = #9231
@odrop #9749 = materializes out from a red haze in the light.
@osucc #9749 = walks into the red light and fades away.
@succe #9749 = You walk into the red...
@desc #9749 = @tell("%#","It's red."); @call(10633,"each_turn");

orange (dbref #9759)

The orange exit takes you to the Orange StarDisc.

@open orange;orange beam = #9244
@odrop #9759 = materializes out from an orange haze in the light.
@osucc #9759 = walks into the orange light and fades away.
@succe #9759 = You walk into the orange...
@desc #9759 = @tell("%#","It's orange."); @call(10633,"each_turn");

yellow (dbref #9814)

The yellow exit takes you to the Yellow StarDisc.

@open yellow;yellow beam = #9385
@odrop #9814 = materializes out from a yellow haze in the light.
@osucc #9814 = walks into the yellow light and fades away.
@succe #9814 = You walk into the yellow...
@desc #9814 = @tell("%#","It's yellow."); @call(10633,"each_turn");

green (dbref #9822)

The green exit takes you to the Green StarDisc.

@open green;green beam = #9453
@odrop #9822 = materializes out from a green haze in the light.
@osucc #9822 = walks into the green light and fades away.
@succe #9822 = You walk into the green...
@desc #9822 = @tell("%#","It's green."); @call(10633,"each_turn");

blue (dbref #9856)

The bleu exit takes you to the Blue StarDisc.

@open blue;blue beam = #9474
@odrop #9856 = materializes out from a blue haze in the light.
@osucc #9856 = walks into the blue light and fades away.
@succe #9856 = You walk into the blue...
@desc #9856 = @tell("%#","It's blue."); @call(10633,"each_turn");

violet (dbref #9858)

The Violet exit takes you to the Violet StarDisc.

@open violet;violet beam = #9475
@odrop #9858 = materializes out from a violet haze in the light.
@osucc #9858 = You walk into the violet...
@succe #9858 = You walk into the violet...
@desc #9858 = @tell("%#","It's violet."); @call(10633,"each_turn");

ultrablack (dbref #9675)

The ultrablack exit takes you to the Praw. Note that this is the only way to get to the Praw.

@open ultrablack;ultrablack beam = #9671
@odrop #9675 = materializes out from an ultrablack haze in the light.
@osucc #9675 = walks into the ultrablack light and fades away.
@succe #9675 = You walk into the ultrablack...
@desc #9675 = @tell("%#","It's ultrablack."); @call(10633,"each_turn");

silver (dbref #10105)

The silver exit takes you to the Adventurers' Lounge (or whatever they're calling the lounge this week).

@open silver;silver beam = #14
@odrop #10105 = materializes out from a silver haze in the light.
@osucc #10105 = walks into the silver light and fades away.
@succe #10105 = You walk into the silver...
@desc #10105 = @tell("%#","It's silver."); @call(10633,"each_turn");

The Praw (dbref #9671)

In the board game, the Praw was introduced in the last Eon expansion, expansion set #9. It's a "lower level" of the Warp. When too many tokens are in the Warp, they all fall into the Praw. Token retrieval efforts from the Praw are via the Warp, which makes getting your lost tokens back into play twice as difficult.

Here, in the ifMUD, the Praw serves to hold most of the 'out-of-play' objects in the CE Realm. Which really makes it more of a place of birth than a place of death if you think about it for too long.

@dig The Praw
@zone #9671 = #10719
@desc #9671 = @tell("%#","At last! You have found the mythical Praw behind
 the Warp! This is the land of death-beyond-death, the land where the dead
 go when *they* die. The entire area is shrouded in ultrablack, a black so
 dark that it glows with a light never seen in normal reality. By that
 un-light, you can see a wall of graffiti, incongruous to its surroundings.");
 @call(10633,"each_turn");
@old_desc #9671 = Wow! You actually found the mythical Praw behind the Warp!
 This is the land of death-beyond-death, the land where the dead go when
 *they* die. It's also where I keep all the stuff that can pop up, eg:
 food from the Food-a-Rac-a-Cycle. So, look around, and write your name on
 the graffiti wall to prove you've been here!

northeast (dbref #11719)

@open northeast;ne;workshop = #11717
@field #11719 = exitto : to Workshop
@desc #11719 = @tell("%#","To the left of the graffiti wall, you
 see a cluttered workshop."); @call(10633,"each_turn");

southeast (dbref #1804)

@open southeast;se;void;nothing;*nothing* = #1800
@drop #1804 = Uh-oh. This could be a problem.
@field #1804 = exitto : to Void
@odrop #1804 = falls into the Void. Perhaps you won't be alone forever after all.
@osucc #1804 = foolishly steps into the Void!
@succe #1804 = You step into...
@desc #1804 = @tell("%#","To the right of the graffiti wall, you see... *nothing*. There's *nothing* there."); @call(10633,"each_turn");

t-shirt from The PRAW (dbref #9882)

A tacky souvenir. One of the few things takeable from the CE Realm.

@create t-shirt from The PRAW;t-shirt;shirt;souvenir;souvenir t-shirt;tfTP
@set #9882 = slippery
@osucc #9882 = %n takes the souvenir t-shirt.
@succe #9882 = You take the souvenir t-shirt. Coolness. Wear it in good
 health.
@zone #9882 = #0
@desc #9882 = It's a black t-shirt (size XXL) with blacker text that says
 "I went to THE PRAW and all I got was a lousy t-shirt".

graffiti wall (dbref #9879)

@create graffiti wall;graffiti;wall;gw
@set #9879 = book
@fail #9879 = @tell("%#","Sorry, but you can't take the graffiti wall. Your
 hand goes right through it!%cThe Elder looks amused at your attempt.");
 @call(10633,"each_turn");
@field #9879 = push : @tell("%#","Your hand goes right through this wall
 too!%cThe Elder looks pleased with himself.");@call(10633,"each_turn");
@lock #9879 = #-1
@zone #9879 = #10719
@desc #9879 = "The Praw Graffiti Wall:... yours to write all over with."
 Jearl: first post!
 schep: Hmm, I should probably write something really neat here. Oops, too late.

Entering the graffiti wall takes you to Zone of the CE Realm.

enter graffiti wall (dbref #10720)

@open enter graffiti wall;walk through graffiti wall;go through graffiti
 wall;enter graffiti;walk through graffiti;go through graffiti;enter wall;
 walk through wall;go through wall;walk thru wall;walk into wall = #10719
@set #10720 = dark
@desc #10720 =

ordinary iron key (dbref #9862)

@create ordinary iron key;ordinary key;iron key;key;oik
@field #9862 = reset : @move(9862,9671);
@zone #9862 = #10719
@desc #9862 = @tell("%#","It's an ordinary iron key. Terrifyingly ordinary.
 It is so commonplace-looking, so stupefyingly normal... if ever there
 was a perfectly Platonic ideal of an ordinary iron key cast in actual
 iron... why this must be *that* key!"); @call(10633,"each_turn");

costumizer (dbref #10934)

This is a possible puzzle item in connection with the Changeling alien. If I can get it to work, you'd become him, and he'd become you!

Altering a player's description is verboten, so I'd have to fake it by overriding the look command. Note that I'd need to fake the inventory listing too, which is very awkward indeed since I can't look at a player's contents field either.

@create costumizer
@set #10934 = expert
@zone #10934 = #10719
@desc #10934 =

The Workshop (dbref #11717)

@dig The Workshop
@zone #11717 = #10719
@desc #11717 = A realm of mind and invention, the Workshop serves as
 a repository of all things of partial existence: the unrealized
 and the uncompleted. Several objects lie here, patiently awaiting
 their creator's touch.

southwest (dbref #11720)

@open southwest;sw = #9671
@field #11720 = exitto : to Praw
@desc #11720 =

southeast (dbref #11721)

@open southeast;se = #11718
@field #11721 = exitto : to Cradle
@desc #11721 =

EEARGHer (dbref #11228)

Um, I needed to test that all my rooms were in the same zone. I just carry this object everywhere in the CE Realm, and if it goes EEARGH, then I've dropped it — meaning I forgot to do a @zone command. I could've just carted around one of the comic books, but the drop messages are easy to miss; this drop message is bold and blatant. The url isn't a real url, but it displays bright blue in the Pueblo client, making the EEARGHs even more noticeable.

@create EEARGHer;ee
@odrop #11228 = goes EEARGH! EEARGH! EEARGH! EEARGH! EEARGH!
@drop #11228 = #######################################################
 %c http://EEARGH.EEARGH.EEARGH.EEARGH.EEARGH.EEARGH!!!!!
 %c #######################################################
@zone #11228 = #10719
@desc #11228 = This zone testing device will display a lot of EEARGHs
 when it drops, to make it clear that you've left the zone that it
 belongs to.

fruit juice (dbref #12057)

@create fruit juice;juice;fj
@set #12057 = examinable
@set #12057 = jumpok
@field #12057 = eat : @switch(@rand(6),
 0,"You take a sip of fruit juice.",1,"Mmm. That hit the spot.",
 2,"Tastes tangy.",3,"Yum.",
 4,"The juice is cold and you feel much more refreshed.",
 5,"You can almost taste that vitamin-C goodness.")
@field #12057 = oeat : takes a sip of %p fruit juice.
@desc #12057 = It's a blend of orange, tangerine, and passion fruit juices.

The Cradle (dbref #11718)

@dig The Cradle
@zone #11718 = #10719
@desc #11718 = A place of quiet expectation, the Cradle serves as a
 repository of all things waiting to be born into existence.

northwest (dbref #11722)

@open northwest;nw = #11717
@field #11722 = exitto : to Workshop
@desc #11722 =

southwest (dbref #1856)

@open southwest;sw;void = #1800
@drop #1856 = Uh-oh. This could be a problem.
@field #1856 = exitto : to Void
@odrop #1856 = falls into the Void. Perhaps you won't be alone forever after all.
@osucc #1856 = foolishly steps into the Void!
@succe #1856 = You step into...
@desc #1856 = There's *nothing* there.

The only obvious exit is back to the Undernexus.

east (dbref #9880)

@open east;e;out;exit;myst;mist = #9676
@field #9880 = exitto : through myst
@odrop #9880 = fades into view, as if %s only stepped through a curtain
 of myst.
@osucc #9880 = enters the myst. %S is gone.
@succe #9880 = You enter the myst. You barely take two steps before it
 fades away...
@desc #9880 = @tell("%#","You can't really make out where the exit goes.
 Myst gets in your eyes.");@call(10633,"each_turn");

The Void (dbref #1800)

@dig The Void
@set #1800 = dark
@set #1800 = slippery
@zone #1800 = #10719
@desc #1800 = @print("%c%c%c%c
                         You see nothing.%c%c%c%c_");

northwest (dbref #1857)

@open northwest;nw = #9671
@set #1857 = dark
@drop #1857 = You manage to escape the Void. This time.
@odrop #1857 = emerges from the Void! But.. how?
@osucc #1857 = falls away from you. %S is gone.
@succe #1857 = You head out in a direction you hope is northwest...
@desc #1857 =

northeast (dbref #1867)

@open northeast;ne = #11718
@set #1867 = dark
@drop #1867 = You manage to escape the Void. This time.
@odrop #1867 = emerges from the Void! But.. how?
@osucc #1867 = falls away from you. %S is gone.
@succe #1867 = You head out in a direction you hope is northeast...
@desc #1867 =

Zone of the CE Realm (dbref #10719)

This is the 'Zone' of the entire CE Realm. All actions here are possible anywhere in the realm. I don't expect anyone to actually get here, but it is possible to visit. You'll have to teleport outta here, though, if you want to leave. Sorry.

@dig Zone of the CE Realm
@desc #10719 = Well, aren't you the clever one, to find your way here?

z (dbref #10873)

@open z;wait = nowhere
@succe #10873 = @tell("%#","Time passes..."); @call(10633,"each_turn");
@desc #10873 = It's the 'wait' command.

gnusto * (dbref #10721)

Yes, it's yet another Zork reference. After I'd introduced Zork spell scrolls into the CE Realm, it seemed quite natural to support the 'gnusto' command for anyone clever enough to think of trying it.

@open gnusto *;cast gnusto on *;cast gnusto at *;gnusto;cast gnusto
 = nowhere
@set #10721 = puzzle
@osucc #10721 = tries to cast a spell %s doesn't know into a spell book
 %s doesn't have.
@succe #10721 = @tell("%#","\"Your spell book begins to glow softly.
 Slowly, ornately, the words of the spell are inscribed, glowing even more
 brightly than the book itself. The book's brightness fades, but the spell
 remains. However, the scroll on which it was written vanishes as the last
 word is copied.\" -- That's what would've happened if you had the gnusto
 spell and a spell book. But since you don't have either one, nothing of
 the sort happens. Nice try, though."); @call(10633,"each_turn");
@desc #10721 = It's the 'gnusto' command.

kiss * (dbref #10420)

To make something have their own "kiss"-action, I only need to define the kiss field of the object. NOTE TODO: okiss support.

@open kiss *;kiss;smooch *;smooch = nowhere
@set #10420 = puzzle
@succe #10420 =
 @s("arg0",@object("%#","%0"));
 @switch(@g("arg0"),-1,@s("arg0",@object(@location("%#"),"%0")));
 @switch(1,
 @eq("%0",""), @tell("%#","Kiss what object of your affections?"),
 @switch(@g("arg0"),-1,@tell("%#","You don't see any '%4' here."),
  @switch(@getfield(@g("arg0"),"kiss"), "",
  @tell("%#","You don't know if %4 would care for that."),
  @call(@g("arg0"),"kiss")
 ))); @call(10633,"each_turn");
@desc #10420 = It's the 'kiss' command.

listen (dbref #11327)

To make a room or object have its own "listen"-action, I only need to define its listen field. No olisten support.

@open listen;listen to * = nowhere
@set #11327 = puzzle
@succ #11327 =
 @switch("%0", "",@strcheck(
  @call(@location("%#"),"listen"),
  "You hear nothing unusual here."),
 @switch(@and(@eq("-1", @object("%#", "%0")),
 @eq("-1", @object(@location("%#"), "%0"))), "1",
 "You don't see any '%4' here.",
 @switch(@getfield(@object("%#", "%0"),"listen"),
  "", @switch(@getfield(@object(@location("%#"),"%0"),"listen"),
       "", "That sounds just as you'd expect.",
       @call(@object(@location("%#"), "%0"), "listen")),
  @call(@object("%#", "%0"), "listen"))));
@desc #11327 = It's the 'listen' command.

damn (dbref #11324)

@open shit;shit *;fuck;fuck *;damn;damn *;sod;sod * = nowhere
@set #11324 = puzzle
@succ #11324 = @switch(@rand(4),
 0, "Please. There's no cause for language like that.",
 1, "Real adventurers do not use such language... do they?",
 2, "I'll pretend I didn't hear you say that.",
 3, "Yeah? Really? Well... fuck.");
 @tellroom(@location("%#"),"%#","%n says something rude.");

buy * (dbref #11716)

@open buy *;purchase * = nowhere
@set #11716 = puzzle
@succe #11716 = [Sorry. Commerce in the CE Realm is still under construction.]
ADD
@desc #11716 = It's the buy command.