#!/usr/local/bin/perl require "codemush.pl"; $server = "localhost"; $port = 6250; $pname = "Wizard"; $ppass = "potrzebie"; while ($#ARGV >= $[) { $arg = shift(@ARGV); if ("-server" =~ /^$arg/i) { $server = shift(@ARGV); } elsif ("-port" =~ /^$arg/i) { $port = shift(@ARGV); } elsif ("-name" =~ /^$arg/i) { $pname = shift(@ARGV); } elsif ("-password" =~ /^$arg/i) { $ppass = shift(@ARGV); } } $MUSH = &cm'connect($server, $port, $pname, $ppass); $me = &cm'num("me"); # This script contains a decompilation of the following objects: # ROOM Outer Keep(#726Rh$) # ROOM Tower Courtyard(#774Rh$) # ROOM Grassy Hilltop(#787Rh$) # ROOM Temp Link(#924R$) # ROOM Inner Keep(#1337Rh$) # ROOM Storage Cellar(#1338Rh$) # ROOM Hallway(#1339Rh$) # ROOM Circular Chamber(#1340Rh$) # EXIT Saidar's Project;sp;project(#1351E) # EXIT OUT(#1352Eh) # EXIT Northern Hill;north;nort;n;hill;nh(#1353E) # EXIT Broken Gates;bg;broken;gates;gate;north;nort;n(#1354Eh) # EXIT Valley;val;v;down;d;south;sout;s(#1355E) # EXIT Broken Gates;bg;broken;gates;gate;south;sout;s;out;o;exit;leave(#1356Eh) # EXIT Keep Doorway;keep;k;kd;doorway;door;north;nort;n(#1357Eh) # EXIT Keep Doorway;kd;south;sout;s;out;o;exit;leave(#1358Eh) # EXIT Shattered Door;sd;shattered;shat;north;nort;n(#1359Eh) # EXIT Spiral Stairway;ss;spiral;stairs;up;u(#1360Eh) # EXIT Shattered Door;sd;shattered;shat;south;sout;s;out;o;exit;leave(#1361Eh) # EXIT Trap Door;td;trap;down;d(#1362Eh) # EXIT Ladder;lad;up;u(#1363E) # EXIT Secret Door;sd;secret(#1364Eh) # EXIT Wide Door;wd(#1365E) # EXIT Secret Door;sd;secret(#1366Eh) # EXIT Wide Door;wd(#1367Eh) # Create all objects $room726 = &cm'make('ROOM', "Outer Keep"); $room774 = &cm'make('ROOM', "Tower Courtyard"); $room787 = &cm'make('ROOM', "Grassy Hilltop"); $room924 = &cm'make('ROOM', "Temp Link"); $room1337 = &cm'make('ROOM', "Inner Keep"); $room1338 = &cm'make('ROOM', "Storage Cellar"); $room1339 = &cm'make('ROOM', "Hallway"); $room1340 = &cm'make('ROOM', "Circular Chamber"); $exit1351 = &cm'make('EXIT', "Saidar's Project;sp;project", "#0", "$room924"); $exit1352 = &cm'make('EXIT', "OUT", "$room924", "#0"); $exit1353 = &cm'make('EXIT', "Northern Hill;north;nort;n;hill;nh", "$room924", "$room787"); $exit1354 = &cm'make('EXIT', "Broken Gates;bg;broken;gates;gate;north;nort;n", "$room787", "$room774"); $exit1355 = &cm'make('EXIT', "Valley;val;v;down;d;south;sout;s", "$room787", "$room924"); $exit1356 = &cm'make('EXIT', "Broken Gates;bg;broken;gates;gate;south;sout;s;out;o;exit;leave", "$room774", "$room787"); $exit1357 = &cm'make('EXIT', "Keep Doorway;keep;k;kd;doorway;door;north;nort;n", "$room774", "$room726"); $exit1358 = &cm'make('EXIT', "Keep Doorway;kd;south;sout;s;out;o;exit;leave", "$room726", "$room774"); $exit1359 = &cm'make('EXIT', "Shattered Door;sd;shattered;shat;north;nort;n", "$room726", "$room1337"); $exit1360 = &cm'make('EXIT', "Spiral Stairway;ss;spiral;stairs;up;u", "$room1337", "$room1337"); $exit1361 = &cm'make('EXIT', "Shattered Door;sd;shattered;shat;south;sout;s;out;o;exit;leave", "$room1337", "$room726"); $exit1362 = &cm'make('EXIT', "Trap Door;td;trap;down;d", "$room1337", "$room1338"); $exit1363 = &cm'make('EXIT', "Ladder;lad;up;u", "$room1338", "$room1337"); $exit1364 = &cm'make('EXIT', "Secret Door;sd;secret", "$room1338", "$room1339"); $exit1365 = &cm'make('EXIT', "Wide Door;wd", "$room1339", "$room1340"); $exit1366 = &cm'make('EXIT', "Secret Door;sd;secret", "$room1339", "$room1338"); $exit1367 = &cm'make('EXIT', "Wide Door;wd", "$room1340", "$room1339"); # Fixup subroutine sub fixup { local($value); local($subprefix) = '--$'; $value = $_[$[]; $value =~ s/--(\$\w+)--/$1/eego; $value; } @locklist = ("DefaultLock", "EnterLock", "GiveLock", "LeaveLock", "LinkLock", "PageLock", "ParentLock", "ReceiveLock", "TeloutLock", "TportLock", "UseLock", "UserLock"); @flaglist = grep(/^[A-Z]+\(.\)$/o, split(/\s+/o, &cm'command('@list flags'))); foreach $flag (@flaglist) { $flag =~ /(.*)\((.)\)/o; ($a,$b)=($1,$2); $flagname{$b} = $a; $flagchar{$a} = $b; $flagchar{$a} =~ s/(\W)/\\\1/g; } grep(s/\(.\)$//o, @flaglist); @attrflags = ("HIDDEN(M)", "HTML(H)", "NO_COMMAND($)", "NO_INHERIT(I)", "NO_PARSE(P)", "REGEXP(R)", "VISUAL(V)", "WIZARD(w)", "LOCKED(+)", "DARK(d)", "GOD(g)"); foreach $flag (@attrflags) { $flag =~ /(.*)\((.)\)/o; ($a,$b)=($1,$2); $attrflagname{$b} = $a; $attrflagchar{$a} = $b; $attrflagchar{$a} =~ s/(\W)/\\\1/g; } grep(s/\(.\)$//o, @attrflags); sub makeattr { local($obj, $attr, $body, $owner, @flags) = @_; &cm'attr($obj, $attr, $body); if ($owner != $me) { &cm'command("\@unlock $obj/$attr"); &cm'command("\@chown $obj/$attr=$owner"); } $value = &cm'command("examine $obj/$attr"); $value =~ s/^$attr([^:]*)://; $odds = $1; $odds =~ /^\((#\d+)?(.*)\)$/o; $aflags = $2; foreach $tmpflag (@attrflaglist) { if (grep($_ eq $tmpflag, @flags)) { unless ($aflags =~ /$attrflagchar{$tmpflag}/) { if ($tmpflag eq "LOCKED") { &cm'command("\@lock $obj/$attr"); } else { &cm'command("\@set $obj/$attr=$tmpflag"); } } } else { if ($aflags =~ /$attrflagchar{$tmpflag}/) { if ($tmpflag eq "LOCKED") { &cm'command("\@unlock $obj/$attr"); } else { &cm'command("\@set $obj/$attr=!$tmpflag"); } } } } } sub setflags { local($obj, @flags) = @_; $tmpflags = &cm'think("[flags($obj)]"); foreach $tmpflag (@flaglist) { if (grep($_ eq $tmpflag, @flags)) { &cm'flag($obj, $tmpflag) unless $tmpflags =~ /$flagchar{$tmpflag}/; } else { &cm'flag($obj, "!".$tmpflag) if $tmpflags =~ /$flagchar{$tmpflag}/; } } } # ROOM Outer Keep(#726Rh$) &cm'command('@unlink '.$room726); &cm'command('@parent/zone '.$room726); &cm'command("\@chown $room726=#5"); &setflags($room726, "HALTED", "COMMANDS"); &cm'command('@unlock/DefaultLock '.$room726); &cm'command('@unlock/EnterLock '.$room726); &cm'command('@unlock/GiveLock '.$room726); &cm'command('@unlock/LeaveLock '.$room726); &cm'command('@unlock/LinkLock '.$room726); &cm'command('@unlock/PageLock '.$room726); &cm'command('@unlock/ParentLock '.$room726); &cm'command('@unlock/ReceiveLock '.$room726); &cm'command('@unlock/TeloutLock '.$room726); &cm'command('@unlock/TportLock '.$room726); &cm'command('@unlock/UseLock '.$room726); &cm'command('@unlock/UserLock '.$room726); &cm'parent($room726, ""); &makeattr($room726, &fixup("PREDESC"), &fixup(<<'ENDATTR'), "#2", ); At least half the size of the tower, this room was probably used as the common room of the keep. The building itself has held up well, but the room is a shambles. Planks of wood are scattered across the floor, and tattered shreds of fabric hang from the walls. Here and there you catch glimpse of somehing metallic, and something stark white amid the litter. ENDATTR &makeattr($room726, &fixup("SPRING"), &fixup(<<'ENDATTR'), "#2", ); The cool air wafting in through the open doorway does nothing to freshen the room. ENDATTR &makeattr($room726, &fixup("SUMMER"), &fixup(<<'ENDATTR'), "#2", ); The buzz of insects drones in the air, the only sign of life in this still place. ENDATTR &makeattr($room726, &fixup("WINTER"), &fixup(<<'ENDATTR'), "#2", ); Powdery snow has blown in through the open door, a plume of white reaching a few feet into the room. ENDATTR &makeattr($room726, &fixup("POSTDESC"), &fixup(<<'ENDATTR'), "#2", ); The door on the north wall hangs off its hinges into the next room, which appears to be the inner keep. The only way out of the keep seems to be the open doorway on the south wall, the area around it littered with scraps of metal and splinters of wood. ENDATTR &makeattr($room726, &fixup("VIEW_WOOD"), &fixup(<<'ENDATTR'), "#2", ); A closer look at the piles of timber dotting the floor leads you to the conclusion that these were probably once the furnishings of the room - tables and benches for the most part. Most of the planks are shattered - ragged at the edges, and mildewed with the damp. Moving the planks sets shiny black insects scurrying for new places to hide. ENDATTR &makeattr($room726, &fixup("VIEW_FABRIC"), &fixup(<<'ENDATTR'), "#2", ); You skirt the piles of litter on the floor and approach the walls. From the hooks, rods and remains of fabric, you imagine that these were once the tapestries and wallhangings that would have warmed and cheered the bare stone walls of the keep. Only shreds remain, faded to a featureless grey that holds few memories of the colourful scenes once depictetd. ENDATTR &makeattr($room726, &fixup("VIEW_LITTER"), &fixup(<<'ENDATTR'), "#2", ); Most of the litter around you is made up of broken planks of wood, but you also see scraps of leather and cloth, and glints of what might be tarnished metal. You also see pieces of something stark white amid the debris, something you're not sure if you want to investigate further... ENDATTR &makeattr($room726, &fixup("VIEW_HEARTHS"), &fixup(<<'ENDATTR'), "#2", ); Huge hearths have been built into the east and west walls of the room, and you have no doubt they would have been necessary to keep such a large and drafty space warm. Soggy ashes are strewn in and around the hearths, mixed in among the other litter. You think you hear a rustle of wings from inside one of the chimneys. ENDATTR &makeattr($room726, &fixup("AUTUMN"), &fixup(<<'ENDATTR'), "#2", ); Gauzy spiders' webs drape the corners of the room, and you think you hear tiny feet skittering across the floor, just out of view. ENDATTR # ROOM Tower Courtyard(#774Rh$) &cm'command('@unlink '.$room774); &cm'command('@parent/zone '.$room774); &cm'command("\@chown $room774=#5"); &setflags($room774, "HALTED", "COMMANDS"); &cm'command('@unlock/DefaultLock '.$room774); &cm'command('@unlock/EnterLock '.$room774); &cm'command('@unlock/GiveLock '.$room774); &cm'command('@unlock/LeaveLock '.$room774); &cm'command('@unlock/LinkLock '.$room774); &cm'command('@unlock/PageLock '.$room774); &cm'command('@unlock/ParentLock '.$room774); &cm'command('@unlock/ReceiveLock '.$room774); &cm'command('@unlock/TeloutLock '.$room774); &cm'command('@unlock/TportLock '.$room774); &cm'command('@unlock/UseLock '.$room774); &cm'command('@unlock/UserLock '.$room774); &cm'parent($room774, ""); &makeattr($room774, &fixup("PREDESC"), &fixup(<<'ENDATTR'), "#2", ); The stones of the courtyard are littered with tumbled rocks, charred wood and other debris, and you watch where you step as you slowly explore. Some of the rocks have fallen down from the walls enclosing the square, but many seem to have fallen from the jagged, uneven roof of the squat tower in the center of the courtyard. Soot chars the stones of tower and wall both. ENDATTR &makeattr($room774, &fixup("SPRING"), &fixup(<<'ENDATTR'), "#2", ); Grasses and weeds push pale green sprouts up between the square stones beneath your feet. Judging from the chirps and song you hear, some birds have made their nests at the top of the tower. ENDATTR &makeattr($room774, &fixup("SUMMER"), &fixup(<<'ENDATTR'), "#2", ); Hardy weeds flourish, slowly breaking apart the square stones beneath your feet with their seeking roots. Greenery clings to the walls and tower in places, staking a foothold wherever it can. ENDATTR &makeattr($room774, &fixup("WINTER"), &fixup(<<'ENDATTR'), "#2", ); The snow that wisps across the square stones beneath your feet and piles in drifts against the walls seems dingy, in keeping witth the black char of soot and grey of crumbling stone. ENDATTR &makeattr($room774, &fixup("POSTDESC"), &fixup(<<'ENDATTR'), "#2", ); The gates that once barred passage in and out of the courtyard are eaten by rust and practically twisted off their hinges. You see only one entrance into the tower, an open doorway on its southern wall. You can't really see what lies beyond it. ENDATTR &makeattr($room774, &fixup("VIEW_STONES"), &fixup(<<'ENDATTR'), "#2", ); The stones of the courtyard are a couple of paces across, and were once almost-perfect squares. But time and weather have had their effects, and many are cracked in pieces, or crumbling around the edges as hardy weeds struggle to find a root-hold. The entire courtyard is littered with debris - charred wood and pieces of something white. ENDATTR &makeattr($room774, &fixup("VIEW_DEBRIS"), &fixup(<<'ENDATTR'), "#2", ); You walk around the courtyard, taking a closer look at the debris here. Judging from the char marks on the stones of tower and walls, and the charred pieces of wood on the ground, these might be the remains of the wooden outbuildings that once would have existed in the square. Strewn under the debris you catch sight of what looks to be pieces of bone, and the dull gleam of rusted metal. ENDATTR &makeattr($room774, &fixup("VIEW_WALL"), &fixup(<<'ENDATTR'), "#2", ); Looking at the wall, you figure it was originally at least ten feet tall, but now it stands as low as five feet in places, likely an easy climb. The rocks that have broken away from the wall litter the slope of the hill you stand on. You see only one exit through the wall, a gateway. Once protected by sturdy metal gates, it's now unguarded. The gates hang almost off their hinges, sprawled open into the courtyard. The metal is corroded and blackened by rust. ENDATTR &makeattr($room774, &fixup("AUTUMN"), &fixup(<<'ENDATTR'), "#2", ); The colours of the flowering weeds seem incongruous amid the black char of soot and the grey of crumbling stone. The breeze that sweeps across the hill is cool against your skin. ENDATTR # ROOM Grassy Hilltop(#787Rh$) &cm'command('@unlink '.$room787); &cm'command('@parent/zone '.$room787); &cm'command("\@chown $room787=#5"); &setflags($room787, "HALTED", "COMMANDS"); &cm'command('@unlock/DefaultLock '.$room787); &cm'command('@unlock/EnterLock '.$room787); &cm'command('@unlock/GiveLock '.$room787); &cm'command('@unlock/LeaveLock '.$room787); &cm'command('@unlock/LinkLock '.$room787); &cm'command('@unlock/PageLock '.$room787); &cm'command('@unlock/ParentLock '.$room787); &cm'command('@unlock/ReceiveLock '.$room787); &cm'command('@unlock/TeloutLock '.$room787); &cm'command('@unlock/TportLock '.$room787); &cm'command('@unlock/UseLock '.$room787); &cm'command('@unlock/UserLock '.$room787); &cm'parent($room787, ""); &makeattr($room787, &fixup("PREDESC"), &fixup(<<'ENDATTR'), "#2", ); You stand near the top of the tallest hill in the region, just before a square tower surrounded by a stone wall. The wall is crumbling apart, its fallen stones littering the slope of the hill. Looking up, you see the top of the tower is ragged and uneven, many of its stones must have tumbled down, as well. ENDATTR &makeattr($room787, &fixup("POSTDESC"), &fixup(<<'ENDATTR'), "#2", ); The metal gates that once guarded entry into the fortress courtyard are rusted and warped, hanging drunkenly off their once-sturdy hinges. Below you stretches a landscape of gently-rolling hills. ENDATTR &makeattr($room787, &fixup("SPRING"), &fixup(<<'ENDATTR'), "#2", ); Climbing vines send tenacious young shoots between the stones of the wall, hastening its decay. ENDATTR &makeattr($room787, &fixup("SUMMER"), &fixup(<<'ENDATTR'), "#2", ); The waxy green leaves and fragile pink flowers of climbing vines mask the forlorn nature of the decaying wall. ENDATTR &makeattr($room787, &fixup("WINTER"), &fixup(<<'ENDATTR'), "#2", ); The chill air and stark snow only magnify the aura of forlorn abandonment that hangs over the ruin. ENDATTR &makeattr($room787, &fixup("VIEW_ROCKS"), &fixup(<<'ENDATTR'), "#2", ); Bending down, you peer closely at the rocks that dot the slope of the hill. Most of them are half-buried in the earth, and many are clad in coats of moss. Judging from their general size and shape, they've fallen out of the wall encircling the hill top. ENDATTR &makeattr($room787, &fixup("VIEW_WALL"), &fixup(<<'ENDATTR'), "#2", ); Looking at the wall, you figure it was originally at least ten feet tall, but now it stands as low as five feet in places, likely an easy climb. The rocks that have broken away from the wall litter the slope of the hill you stand on. You see only one entrance through the wall, a gateway. Once protected by sturdy metal gates, it's now unguarded. The gates hang almost off their hinges, sprawled open into the courtyard. The metal is corroded and blackened by rust. ENDATTR &makeattr($room787, &fixup("AUTUMN"), &fixup(<<'ENDATTR'), "#2", ); The browning leaves of the vines climbing over the tumbled wall rustle in the wind that sweeps over the hill. ENDATTR # ROOM Temp Link(#924R$) &cm'command('@unlink '.$room924); &cm'command('@parent/zone '.$room924); &cm'command("\@chown $room924=#5"); &setflags($room924, "COMMANDS"); &cm'command('@unlock/DefaultLock '.$room924); &cm'command('@unlock/EnterLock '.$room924); &cm'command('@unlock/GiveLock '.$room924); &cm'command('@unlock/LeaveLock '.$room924); &cm'command('@unlock/LinkLock '.$room924); &cm'command('@unlock/PageLock '.$room924); &cm'command('@unlock/ParentLock '.$room924); &cm'command('@unlock/ReceiveLock '.$room924); &cm'command('@unlock/TeloutLock '.$room924); &cm'command('@unlock/TportLock '.$room924); &cm'command('@unlock/UseLock '.$room924); &cm'command('@unlock/UserLock '.$room924); &cm'parent($room924, ""); &makeattr($room924, &fixup("PREDESC"), &fixup(<<'ENDATTR'), "#2", ); Gently rolling hills stretch out in every direction, like identical waves frozen eternally into swelling crests. As your eyes range across the landscape you realize not all of these hills are identical. One to the north is taller than the others, and more than that, surmounted by some sort of structure. ENDATTR &makeattr($room924, &fixup("SPRING"), &fixup(<<'ENDATTR'), "#2", ); Tiny Spring flowers dot the ground, surrounded by slim green shoots. The spindly thickets of brush are only just beginning to don their robes of green. ENDATTR &makeattr($room924, &fixup("SUMMER"), &fixup(<<'ENDATTR'), "#2", ); Patches of tall grasses wave in the breeze, where they have not been strangled by the omnipresent tangling vines that hug the earth. Spindly thickets dig tenacious roots into the rocky soil. ENDATTR &makeattr($room924, &fixup("WINTER"), &fixup(<<'ENDATTR'), "#2", ); The contours of the hills are almost lost beneath their thick coverings of snow. Here and there the thin, black branches of spindly thickets poke above the white blanket. ENDATTR &makeattr($room924, &fixup("AUTUMN"), &fixup(<<'ENDATTR'), "#2", ); The thorny thickets have begun to lose their leaves, which skitter across the yellowing grasses as they drift on the wind. ENDATTR # ROOM Inner Keep(#1337Rh$) &cm'command('@unlink '.$room1337); &cm'command('@parent/zone '.$room1337); &cm'command("\@chown $room1337=#5"); &setflags($room1337, "HALTED", "COMMANDS"); &cm'command('@unlock/DefaultLock '.$room1337); &cm'command('@unlock/EnterLock '.$room1337); &cm'command('@unlock/GiveLock '.$room1337); &cm'command('@unlock/LeaveLock '.$room1337); &cm'command('@unlock/LinkLock '.$room1337); &cm'command('@unlock/PageLock '.$room1337); &cm'command('@unlock/ParentLock '.$room1337); &cm'command('@unlock/ReceiveLock '.$room1337); &cm'command('@unlock/TeloutLock '.$room1337); &cm'command('@unlock/TportLock '.$room1337); &cm'command('@unlock/UseLock '.$room1337); &cm'command('@unlock/UserLock '.$room1337); &cm'parent($room1337, ""); &makeattr($room1337, &fixup("PREDESC"), &fixup(<<'ENDATTR'), "#2", ); Judging by the large hearths and ovens in one wall and remains of the furniture here, this smaller room was likely used as the work and cooking area of the keep. The furnishings are scattered about, and weathered by time, but this area seems less damaged by decay than elsewhere in the keep. You spy kitchen implements and patches of something white here and there around the room. ENDATTR &makeattr($room1337, &fixup("VIEW_FURNISHINGS"), &fixup(<<'ENDATTR'), "#2", ); Worn and warped by time, most of the furnishings are intact, if scattered messily around the room. You see tables, chairs, counters and even a spinning wheel. A piece of wood half-hidden by a table strikes you as curious and worthy of investigation. Rusted pots and pans are strewn around, together with ladles and other kitchen tools. You also spy bits of leather and cloth, mixed in with pieces of something white. ENDATTR &makeattr($room1337, &fixup("VIEW_HEARTH"), &fixup(<<'ENDATTR'), "#2", ); The roasting spit that once hung over this hearth has been knocked out of it, but still lies to one side. Soot coats the wide chimney, and the ashes are still in the hearth pit, mixed in with pieces of something white that stands out starkly amid the ashes. ENDATTR &makeattr($room1337, &fixup("VIEW_OVENS"), &fixup(<<'ENDATTR'), "#2", ); Ovens of different sizes sit to one side of the hearths, most with their doors pulled off, or rotting off their hinges. These hearths were probably once used for baking bread and other foodstuffs. ENDATTR # ROOM Storage Cellar(#1338Rh$) &cm'command('@unlink '.$room1338); &cm'command('@parent/zone '.$room1338); &cm'command("\@chown $room1338=#5"); &setflags($room1338, "HALTED", "COMMANDS"); &cm'command('@unlock/DefaultLock '.$room1338); &cm'command('@unlock/EnterLock '.$room1338); &cm'command('@unlock/GiveLock '.$room1338); &cm'command('@unlock/LeaveLock '.$room1338); &cm'command('@unlock/LinkLock '.$room1338); &cm'command('@unlock/PageLock '.$room1338); &cm'command('@unlock/ParentLock '.$room1338); &cm'command('@unlock/ReceiveLock '.$room1338); &cm'command('@unlock/TeloutLock '.$room1338); &cm'command('@unlock/TportLock '.$room1338); &cm'command('@unlock/UseLock '.$room1338); &cm'command('@unlock/UserLock '.$room1338); &cm'parent($room1338, ""); # ROOM Hallway(#1339Rh$) &cm'command('@unlink '.$room1339); &cm'command('@parent/zone '.$room1339); &cm'command("\@chown $room1339=#5"); &setflags($room1339, "HALTED", "COMMANDS"); &cm'command('@unlock/DefaultLock '.$room1339); &cm'command('@unlock/EnterLock '.$room1339); &cm'command('@unlock/GiveLock '.$room1339); &cm'command('@unlock/LeaveLock '.$room1339); &cm'command('@unlock/LinkLock '.$room1339); &cm'command('@unlock/PageLock '.$room1339); &cm'command('@unlock/ParentLock '.$room1339); &cm'command('@unlock/ReceiveLock '.$room1339); &cm'command('@unlock/TeloutLock '.$room1339); &cm'command('@unlock/TportLock '.$room1339); &cm'command('@unlock/UseLock '.$room1339); &cm'command('@unlock/UserLock '.$room1339); &cm'parent($room1339, ""); # ROOM Circular Chamber(#1340Rh$) &cm'command('@unlink '.$room1340); &cm'command('@parent/zone '.$room1340); &cm'command("\@chown $room1340=#5"); &setflags($room1340, "HALTED", "COMMANDS"); &cm'command('@unlock/DefaultLock '.$room1340); &cm'command('@unlock/EnterLock '.$room1340); &cm'command('@unlock/GiveLock '.$room1340); &cm'command('@unlock/LeaveLock '.$room1340); &cm'command('@unlock/LinkLock '.$room1340); &cm'command('@unlock/PageLock '.$room1340); &cm'command('@unlock/ParentLock '.$room1340); &cm'command('@unlock/ReceiveLock '.$room1340); &cm'command('@unlock/TeloutLock '.$room1340); &cm'command('@unlock/TportLock '.$room1340); &cm'command('@unlock/UseLock '.$room1340); &cm'command('@unlock/UserLock '.$room1340); &cm'parent($room1340, ""); # EXIT Saidar's Project;sp;project(#1351E) &cm'command("\@chown $exit1351=#5"); &setflags($exit1351, ); &cm'command('@unlock/DefaultLock '.$exit1351); &cm'command('@unlock/EnterLock '.$exit1351); &cm'command('@unlock/GiveLock '.$exit1351); &cm'command('@unlock/LeaveLock '.$exit1351); &cm'command('@unlock/LinkLock '.$exit1351); &cm'command('@unlock/PageLock '.$exit1351); &cm'command('@unlock/ParentLock '.$exit1351); &cm'command('@unlock/ReceiveLock '.$exit1351); &cm'command('@unlock/TeloutLock '.$exit1351); &cm'command('@unlock/TportLock '.$exit1351); &cm'command('@unlock/UseLock '.$exit1351); &cm'command('@unlock/UserLock '.$exit1351); &cm'parent($exit1351, ""); # EXIT OUT(#1352Eh) &cm'command("\@chown $exit1352=#5"); &setflags($exit1352, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1352); &cm'command('@unlock/EnterLock '.$exit1352); &cm'command('@unlock/GiveLock '.$exit1352); &cm'command('@unlock/LeaveLock '.$exit1352); &cm'command('@unlock/LinkLock '.$exit1352); &cm'command('@unlock/PageLock '.$exit1352); &cm'command('@unlock/ParentLock '.$exit1352); &cm'command('@unlock/ReceiveLock '.$exit1352); &cm'command('@unlock/TeloutLock '.$exit1352); &cm'command('@unlock/TportLock '.$exit1352); &cm'command('@unlock/UseLock '.$exit1352); &cm'command('@unlock/UserLock '.$exit1352); &cm'parent($exit1352, ""); # EXIT Northern Hill;north;nort;n;hill;nh(#1353E) &cm'command("\@chown $exit1353=#5"); &setflags($exit1353, ); &cm'command('@unlock/DefaultLock '.$exit1353); &cm'command('@unlock/EnterLock '.$exit1353); &cm'command('@unlock/GiveLock '.$exit1353); &cm'command('@unlock/LeaveLock '.$exit1353); &cm'command('@unlock/LinkLock '.$exit1353); &cm'command('@unlock/PageLock '.$exit1353); &cm'command('@unlock/ParentLock '.$exit1353); &cm'command('@unlock/ReceiveLock '.$exit1353); &cm'command('@unlock/TeloutLock '.$exit1353); &cm'command('@unlock/TportLock '.$exit1353); &cm'command('@unlock/UseLock '.$exit1353); &cm'command('@unlock/UserLock '.$exit1353); &cm'parent($exit1353, ""); &makeattr($exit1353, &fixup("Desc"), &fixup(<<'ENDATTR'), "#5", ); You squint your eyes as you stare at the tallest hill, trying to distinguish something about the structure atop it. All you can tell is that it's a square tower with an uneven top, surrounded by a wall. ENDATTR &makeattr($exit1353, &fixup("Succ"), &fixup(<<'ENDATTR'), "#5", ); Approaching the hill, you can see it is surmounted by a square tower, its top uneven. Surrounding the structure is a wall, which also seems to be uneven.%r%rAs you begin to climb the hill, you become certain the tower is an abandoned ruin. Moss-covered rocks dot the slope, probably fallen from the crumbling wall that caps the hilltop. ENDATTR &makeattr($exit1353, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#5", ); hikes north, and seems to be heading towards a hill in the distance. ENDATTR &makeattr($exit1353, &fixup("Odrop"), &fixup(<<'ENDATTR'), "#5", ); clambers up the slope of the hill. ENDATTR # EXIT Broken Gates;bg;broken;gates;gate;north;nort;n(#1354Eh) &cm'command("\@chown $exit1354=#5"); &setflags($exit1354, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1354); &cm'command('@unlock/EnterLock '.$exit1354); &cm'command('@unlock/GiveLock '.$exit1354); &cm'command('@unlock/LeaveLock '.$exit1354); &cm'command('@unlock/LinkLock '.$exit1354); &cm'command('@unlock/PageLock '.$exit1354); &cm'command('@unlock/ParentLock '.$exit1354); &cm'command('@unlock/ReceiveLock '.$exit1354); &cm'command('@unlock/TeloutLock '.$exit1354); &cm'command('@unlock/TportLock '.$exit1354); &cm'command('@unlock/UseLock '.$exit1354); &cm'command('@unlock/UserLock '.$exit1354); &cm'parent($exit1354, ""); &makeattr($exit1354, &fixup("Desc"), &fixup(<<'ENDATTR'), "#2", ); Once this wall stood at least ten feet all, completely securing the top of the hill and the tower atop it. Now it is crumbling, many of its stones having tumbled down the slopes of the hill, where they lie covered with green moss. You figure you could climb over the wall with little difficulty, but you see you don't have to, as the only entrance is unblocked. The thick metal gates that once barred entry into the couryard sprawl open, almost twisted off their hinges, and are corroded with the effects of rust and time. ENDATTR &makeattr($exit1354, &fixup("Succ"), &fixup(<<'ENDATTR'), "#2", ); You walk through the opening in the wall, past the warped metal gates and into what was once the courtyard of this fortress. ENDATTR &makeattr($exit1354, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#2", ); walks through the opening in the wall to the north. ENDATTR &makeattr($exit1354, &fixup("Odrop"), &fixup(<<'ENDATTR'), "#2", ); walks in through the opening in the wall to the south. ENDATTR # EXIT Valley;val;v;down;d;south;sout;s(#1355E) &cm'command("\@chown $exit1355=#5"); &setflags($exit1355, ); &cm'command('@unlock/DefaultLock '.$exit1355); &cm'command('@unlock/EnterLock '.$exit1355); &cm'command('@unlock/GiveLock '.$exit1355); &cm'command('@unlock/LeaveLock '.$exit1355); &cm'command('@unlock/LinkLock '.$exit1355); &cm'command('@unlock/PageLock '.$exit1355); &cm'command('@unlock/ParentLock '.$exit1355); &cm'command('@unlock/ReceiveLock '.$exit1355); &cm'command('@unlock/TeloutLock '.$exit1355); &cm'command('@unlock/TportLock '.$exit1355); &cm'command('@unlock/UseLock '.$exit1355); &cm'command('@unlock/UserLock '.$exit1355); &cm'parent($exit1355, ""); &makeattr($exit1355, &fixup("Desc"), &fixup(<<'ENDATTR'), "#5", ); The hill you stand on slopes down to a landscape of gently-rolling hills stretching in all directions, emphasizing the isolation of the fortress you stand beside. ENDATTR &makeattr($exit1355, &fixup("Succ"), &fixup(<<'ENDATTR'), "#5", ); You pick your way down the slope of the hill, careful to avoid turning your ankle on any of the moss-covered rocks half-buried in the dirt. ENDATTR &makeattr($exit1355, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#5", ); picks %p way down the slope of the hill, eventually disappearing from view amid the dips and rises of the landscape below. ENDATTR &makeattr($exit1355, &fixup("Odrop"), &fixup(<<'ENDATTR'), "#5", ); walks towards you from the north. ENDATTR # EXIT Broken Gates;bg;broken;gates;gate;south;sout;s;out;o;exit;leave(#1356Eh) &cm'command("\@chown $exit1356=#5"); &setflags($exit1356, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1356); &cm'command('@unlock/EnterLock '.$exit1356); &cm'command('@unlock/GiveLock '.$exit1356); &cm'command('@unlock/LeaveLock '.$exit1356); &cm'command('@unlock/LinkLock '.$exit1356); &cm'command('@unlock/PageLock '.$exit1356); &cm'command('@unlock/ParentLock '.$exit1356); &cm'command('@unlock/ReceiveLock '.$exit1356); &cm'command('@unlock/TeloutLock '.$exit1356); &cm'command('@unlock/TportLock '.$exit1356); &cm'command('@unlock/UseLock '.$exit1356); &cm'command('@unlock/UserLock '.$exit1356); &cm'parent($exit1356, ""); &makeattr($exit1356, &fixup("Desc"), &fixup(<<'ENDATTR'), "#2", ); Although crumbling under the combined effects of weather and age, this stone wall still almost completely encircles the courtyard you stand in. Its fallen rocks contribute to the debris littering the ground around you. The only opening in the wall was once guarded by thick metal gates, but they now hang drunkenly off their hinges, battered and misshapen, and corroded by rust. ENDATTR &makeattr($exit1356, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#2", ); steps through the gateway in the stone wall to the south, and walks down the slope of the hill. ENDATTR &makeattr($exit1356, &fixup("Succ"), &fixup(<<'ENDATTR'), "#2", ); Leaving behind the ruin and litter of the courtyard, you walk through the gateway in the stone wall and down the slope of the hill. ENDATTR &makeattr($exit1356, &fixup("Odrop"), &fixup(<<'ENDATTR'), "#2", ); walks out of the courtyard, past the remains of the metal gates that once barred entry through the opening in the stone wall. ENDATTR # EXIT Keep Doorway;keep;k;kd;doorway;door;north;nort;n(#1357Eh) &cm'command("\@chown $exit1357=#5"); &setflags($exit1357, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1357); &cm'command('@unlock/EnterLock '.$exit1357); &cm'command('@unlock/GiveLock '.$exit1357); &cm'command('@unlock/LeaveLock '.$exit1357); &cm'command('@unlock/LinkLock '.$exit1357); &cm'command('@unlock/PageLock '.$exit1357); &cm'command('@unlock/ParentLock '.$exit1357); &cm'command('@unlock/ReceiveLock '.$exit1357); &cm'command('@unlock/TeloutLock '.$exit1357); &cm'command('@unlock/TportLock '.$exit1357); &cm'command('@unlock/UseLock '.$exit1357); &cm'command('@unlock/UserLock '.$exit1357); &cm'parent($exit1357, ""); &makeattr($exit1357, &fixup("Desc"), &fixup(<<'ENDATTR'), "#2", ); You see only one way into the tower, a doorway on its southern wall. The entrance was probably once guarded by a thick door reinforced with metal strips, but no doors guard it now. Twisted metal and sharp shards of wood litter the area in and around the entrance. ENDATTR &makeattr($exit1357, &fixup("Succ"), &fixup(<<'ENDATTR'), "#2", ); Picking your way carefully through the debris littering the courtyard, you approach the black maw of the tower entranceway. Finally you come close enough to step through the doorway and into keep itself. ENDATTR &makeattr($exit1357, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#2", ); disappears from view when %s steps through the black maw of the tower doorway and enters the keep. ENDATTR &makeattr($exit1357, &fixup("Odrop"), &fixup(<<'ENDATTR'), "#2", ); steps into the room through the open doorway leading to the courtyard. ENDATTR # EXIT Keep Doorway;kd;south;sout;s;out;o;exit;leave(#1358Eh) &cm'command("\@chown $exit1358=#5"); &setflags($exit1358, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1358); &cm'command('@unlock/EnterLock '.$exit1358); &cm'command('@unlock/GiveLock '.$exit1358); &cm'command('@unlock/LeaveLock '.$exit1358); &cm'command('@unlock/LinkLock '.$exit1358); &cm'command('@unlock/PageLock '.$exit1358); &cm'command('@unlock/ParentLock '.$exit1358); &cm'command('@unlock/ReceiveLock '.$exit1358); &cm'command('@unlock/TeloutLock '.$exit1358); &cm'command('@unlock/TportLock '.$exit1358); &cm'command('@unlock/UseLock '.$exit1358); &cm'command('@unlock/UserLock '.$exit1358); &cm'parent($exit1358, ""); &makeattr($exit1358, &fixup("Desc"), &fixup(<<'ENDATTR'), "#2", ); The open doorway to the south is the main, and as far as you can tell, the only way out of the keep. In the past, it was likely protected by a thick wooden door, but now it is open to wind and sky. Scraps of metal and sharp splinters of wood litter the ground to either side of the doorway, but particularly just inside the doorway. ENDATTR &makeattr($exit1358, &fixup("Succ"), &fixup(<<'ENDATTR'), "#2", ); You walk outside through the open doorway. ENDATTR &makeattr($exit1358, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#2", ); walks outside through the open doorway to the south. ENDATTR &makeattr($exit1358, &fixup("Odrop"), &fixup(<<'ENDATTR'), "#2", ); walks out of the keep to the north. ENDATTR # EXIT Shattered Door;sd;shattered;shat;north;nort;n(#1359Eh) &cm'command("\@chown $exit1359=#5"); &setflags($exit1359, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1359); &cm'command('@unlock/EnterLock '.$exit1359); &cm'command('@unlock/GiveLock '.$exit1359); &cm'command('@unlock/LeaveLock '.$exit1359); &cm'command('@unlock/LinkLock '.$exit1359); &cm'command('@unlock/PageLock '.$exit1359); &cm'command('@unlock/ParentLock '.$exit1359); &cm'command('@unlock/ReceiveLock '.$exit1359); &cm'command('@unlock/TeloutLock '.$exit1359); &cm'command('@unlock/TportLock '.$exit1359); &cm'command('@unlock/UseLock '.$exit1359); &cm'command('@unlock/UserLock '.$exit1359); &cm'parent($exit1359, ""); &makeattr($exit1359, &fixup("Desc"), &fixup(<<'ENDATTR'), "#2", ); Penetrating the center of the north wall, this door leads deeper into the keep. Looking at its remains, you can see it was once a sturdy door, heavily reinforced with metal strips. Now it hangs half off its hinges into the next room, heavily dented and bowed inwards. ENDATTR &makeattr($exit1359, &fixup("Succ"), &fixup(<<'ENDATTR'), "#2", ); You walk into the inner keep. ENDATTR &makeattr($exit1359, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#2", ); walks north, into the inner keep. ENDATTR &makeattr($exit1359, &fixup("Odrop"), &fixup(<<'ENDATTR'), "#2", ); walks over from the outer keep to the south. ENDATTR # EXIT Spiral Stairway;ss;spiral;stairs;up;u(#1360Eh) &cm'command("\@chown $exit1360=#5"); &setflags($exit1360, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1360); &cm'command('@unlock/EnterLock '.$exit1360); &cm'command('@unlock/GiveLock '.$exit1360); &cm'command('@unlock/LeaveLock '.$exit1360); &cm'command('@unlock/LinkLock '.$exit1360); &cm'command('@unlock/PageLock '.$exit1360); &cm'command('@unlock/ParentLock '.$exit1360); &cm'command('@unlock/ReceiveLock '.$exit1360); &cm'command('@unlock/TeloutLock '.$exit1360); &cm'command('@unlock/TportLock '.$exit1360); &cm'command('@unlock/UseLock '.$exit1360); &cm'command('@unlock/UserLock '.$exit1360); &cm'parent($exit1360, ""); &makeattr($exit1360, &fixup("Desc"), &fixup(<<'ENDATTR'), "#2", ); In one corner of the room, you see a rusted metal staircase that seems to spiral up to the second level of the keep. Despite its age, you figure it's still sturdy enough to hold you. ENDATTR &makeattr($exit1360, &fixup("Succ"), &fixup(<<'ENDATTR'), "#2", ); Holding tightly to the railing, you start up the spiral staircase. As you reach the second level, you see that the floor is fallen down in places, and doubting that it would support your weight, you go back down the stairs. ENDATTR &makeattr($exit1360, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#2", ); follows the winding stairway up, but moments later returns. ENDATTR # EXIT Shattered Door;sd;shattered;shat;south;sout;s;out;o;exit;leave(#1361Eh) &cm'command("\@chown $exit1361=#5"); &setflags($exit1361, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1361); &cm'command('@unlock/EnterLock '.$exit1361); &cm'command('@unlock/GiveLock '.$exit1361); &cm'command('@unlock/LeaveLock '.$exit1361); &cm'command('@unlock/LinkLock '.$exit1361); &cm'command('@unlock/PageLock '.$exit1361); &cm'command('@unlock/ParentLock '.$exit1361); &cm'command('@unlock/ReceiveLock '.$exit1361); &cm'command('@unlock/TeloutLock '.$exit1361); &cm'command('@unlock/TportLock '.$exit1361); &cm'command('@unlock/UseLock '.$exit1361); &cm'command('@unlock/UserLock '.$exit1361); &cm'parent($exit1361, ""); &makeattr($exit1361, &fixup("Desc"), &fixup(<<'ENDATTR'), "#2", ); The doorway back to the outer keep is on the north wall. It was once barred by a sturdy door heavily reinforced with metal strips, but now that door is rotting, and hangs half off its hinges into this room. The body of the door is heavily dented, and bowed towards you. ENDATTR &makeattr($exit1361, &fixup("Succ"), &fixup(<<'ENDATTR'), "#2", ); You walk out, leaving the wreckage of the inner keep behind. ENDATTR &makeattr($exit1361, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#2", ); steps into the outer keep through the doorway on the south wall. ENDATTR &makeattr($exit1361, &fixup("Odrop"), &fixup(<<'ENDATTR'), "#2", ); steps out of the doorway on the north wall. ENDATTR # EXIT Trap Door;td;trap;down;d(#1362Eh) &cm'command("\@chown $exit1362=#5"); &setflags($exit1362, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1362); &cm'command('@unlock/EnterLock '.$exit1362); &cm'command('@unlock/GiveLock '.$exit1362); &cm'command('@unlock/LeaveLock '.$exit1362); &cm'command('@unlock/LinkLock '.$exit1362); &cm'command('@unlock/PageLock '.$exit1362); &cm'command('@unlock/ParentLock '.$exit1362); &cm'command('@unlock/ReceiveLock '.$exit1362); &cm'command('@unlock/TeloutLock '.$exit1362); &cm'command('@unlock/TportLock '.$exit1362); &cm'command('@unlock/UseLock '.$exit1362); &cm'command('@unlock/UserLock '.$exit1362); &cm'parent($exit1362, ""); &makeattr($exit1362, &fixup("Desc"), &fixup(<<'ENDATTR'), "#2", ); Peering under a table warped and sagging in the middle you realize that what you thought was just another piece of wooden debris is, in fact, a trap door set into the floor. ENDATTR &makeattr($exit1362, &fixup("Succ"), &fixup(<<'ENDATTR'), "#2", ); You crawl under the table and open up the trap door. Looking into the open black hole you can just make out a ladder. Deciding to take the risk, you climb carefully down and find yourself in the keep's cellar. ENDATTR &makeattr($exit1362, &fixup("Osucc"), &fixup(<<'ENDATTR'), "#2", ); crawls under a table that is warped and sagging in the middle. You see %o fiddle with something, and then %s seems to disappear into the floor. ENDATTR &makeattr($exit1362, &fixup("Odrop"), &fixup(<<'ENDATTR'), "#2", ); climbs down the ladder from the upper level. ENDATTR # EXIT Ladder;lad;up;u(#1363E) &cm'command("\@chown $exit1363=#5"); &setflags($exit1363, ); &cm'command('@unlock/DefaultLock '.$exit1363); &cm'command('@unlock/EnterLock '.$exit1363); &cm'command('@unlock/GiveLock '.$exit1363); &cm'command('@unlock/LeaveLock '.$exit1363); &cm'command('@unlock/LinkLock '.$exit1363); &cm'command('@unlock/PageLock '.$exit1363); &cm'command('@unlock/ParentLock '.$exit1363); &cm'command('@unlock/ReceiveLock '.$exit1363); &cm'command('@unlock/TeloutLock '.$exit1363); &cm'command('@unlock/TportLock '.$exit1363); &cm'command('@unlock/UseLock '.$exit1363); &cm'command('@unlock/UserLock '.$exit1363); &cm'parent($exit1363, ""); # EXIT Secret Door;sd;secret(#1364Eh) &cm'command("\@chown $exit1364=#5"); &setflags($exit1364, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1364); &cm'command('@unlock/EnterLock '.$exit1364); &cm'command('@unlock/GiveLock '.$exit1364); &cm'command('@unlock/LeaveLock '.$exit1364); &cm'command('@unlock/LinkLock '.$exit1364); &cm'command('@unlock/PageLock '.$exit1364); &cm'command('@unlock/ParentLock '.$exit1364); &cm'command('@unlock/ReceiveLock '.$exit1364); &cm'command('@unlock/TeloutLock '.$exit1364); &cm'command('@unlock/TportLock '.$exit1364); &cm'command('@unlock/UseLock '.$exit1364); &cm'command('@unlock/UserLock '.$exit1364); &cm'parent($exit1364, ""); # EXIT Wide Door;wd(#1365E) &cm'command("\@chown $exit1365=#5"); &setflags($exit1365, ); &cm'command('@unlock/DefaultLock '.$exit1365); &cm'command('@unlock/EnterLock '.$exit1365); &cm'command('@unlock/GiveLock '.$exit1365); &cm'command('@unlock/LeaveLock '.$exit1365); &cm'command('@unlock/LinkLock '.$exit1365); &cm'command('@unlock/PageLock '.$exit1365); &cm'command('@unlock/ParentLock '.$exit1365); &cm'command('@unlock/ReceiveLock '.$exit1365); &cm'command('@unlock/TeloutLock '.$exit1365); &cm'command('@unlock/TportLock '.$exit1365); &cm'command('@unlock/UseLock '.$exit1365); &cm'command('@unlock/UserLock '.$exit1365); &cm'parent($exit1365, ""); # EXIT Secret Door;sd;secret(#1366Eh) &cm'command("\@chown $exit1366=#5"); &setflags($exit1366, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1366); &cm'command('@unlock/EnterLock '.$exit1366); &cm'command('@unlock/GiveLock '.$exit1366); &cm'command('@unlock/LeaveLock '.$exit1366); &cm'command('@unlock/LinkLock '.$exit1366); &cm'command('@unlock/PageLock '.$exit1366); &cm'command('@unlock/ParentLock '.$exit1366); &cm'command('@unlock/ReceiveLock '.$exit1366); &cm'command('@unlock/TeloutLock '.$exit1366); &cm'command('@unlock/TportLock '.$exit1366); &cm'command('@unlock/UseLock '.$exit1366); &cm'command('@unlock/UserLock '.$exit1366); &cm'parent($exit1366, ""); # EXIT Wide Door;wd(#1367Eh) &cm'command("\@chown $exit1367=#5"); &setflags($exit1367, "HALTED"); &cm'command('@unlock/DefaultLock '.$exit1367); &cm'command('@unlock/EnterLock '.$exit1367); &cm'command('@unlock/GiveLock '.$exit1367); &cm'command('@unlock/LeaveLock '.$exit1367); &cm'command('@unlock/LinkLock '.$exit1367); &cm'command('@unlock/PageLock '.$exit1367); &cm'command('@unlock/ParentLock '.$exit1367); &cm'command('@unlock/ReceiveLock '.$exit1367); &cm'command('@unlock/TeloutLock '.$exit1367); &cm'command('@unlock/TportLock '.$exit1367); &cm'command('@unlock/UseLock '.$exit1367); &cm'command('@unlock/UserLock '.$exit1367); &cm'parent($exit1367, ""); # End of script