@dreadwood-types/types 0.1.270 → 0.1.272

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Files changed (59) hide show
  1. package/dist/attackableNpcs.d.ts.map +1 -1
  2. package/dist/attackableNpcs.js +3 -0
  3. package/dist/attackableNpcs.js.map +1 -1
  4. package/dist/bossSignatures.d.ts +1 -1
  5. package/dist/bossSignatures.d.ts.map +1 -1
  6. package/dist/bossSignatures.js +6 -0
  7. package/dist/bossSignatures.js.map +1 -1
  8. package/dist/bounty.d.ts +2 -2
  9. package/dist/bounty.d.ts.map +1 -1
  10. package/dist/bounty.js +5 -2
  11. package/dist/bounty.js.map +1 -1
  12. package/dist/constants.d.ts +4 -0
  13. package/dist/constants.d.ts.map +1 -1
  14. package/dist/constants.js.map +1 -1
  15. package/dist/explorerLedger.d.ts +2 -1
  16. package/dist/explorerLedger.d.ts.map +1 -1
  17. package/dist/explorerLedger.js +6 -0
  18. package/dist/explorerLedger.js.map +1 -1
  19. package/dist/groundItems.d.ts.map +1 -1
  20. package/dist/groundItems.js +1 -0
  21. package/dist/groundItems.js.map +1 -1
  22. package/dist/heartwoodHunt.d.ts +1 -1
  23. package/dist/heartwoodHunt.js +6 -6
  24. package/dist/heartwoodHunt.js.map +1 -1
  25. package/dist/index.d.ts +3 -0
  26. package/dist/index.d.ts.map +1 -1
  27. package/dist/index.js +3 -0
  28. package/dist/index.js.map +1 -1
  29. package/dist/legacy.d.ts +3 -0
  30. package/dist/legacy.d.ts.map +1 -1
  31. package/dist/legacy.js +3 -0
  32. package/dist/legacy.js.map +1 -1
  33. package/dist/mireWatch.d.ts +63 -0
  34. package/dist/mireWatch.d.ts.map +1 -0
  35. package/dist/mireWatch.js +43 -0
  36. package/dist/mireWatch.js.map +1 -0
  37. package/dist/quests.d.ts.map +1 -1
  38. package/dist/quests.js +31 -0
  39. package/dist/quests.js.map +1 -1
  40. package/dist/safePockets.d.ts.map +1 -1
  41. package/dist/safePockets.js +8 -0
  42. package/dist/safePockets.js.map +1 -1
  43. package/dist/storyQuests.d.ts +6 -5
  44. package/dist/storyQuests.d.ts.map +1 -1
  45. package/dist/storyQuests.js +17 -0
  46. package/dist/storyQuests.js.map +1 -1
  47. package/dist/storyWindows.d.ts +12 -0
  48. package/dist/storyWindows.d.ts.map +1 -0
  49. package/dist/storyWindows.js +41 -0
  50. package/dist/storyWindows.js.map +1 -0
  51. package/dist/tideOfBlood.d.ts +104 -0
  52. package/dist/tideOfBlood.d.ts.map +1 -0
  53. package/dist/tideOfBlood.js +224 -0
  54. package/dist/tideOfBlood.js.map +1 -0
  55. package/dist/tideOfBloodQuestDef.d.ts +41 -0
  56. package/dist/tideOfBloodQuestDef.d.ts.map +1 -0
  57. package/dist/tideOfBloodQuestDef.js +306 -0
  58. package/dist/tideOfBloodQuestDef.js.map +1 -0
  59. package/package.json +2 -2
@@ -0,0 +1,306 @@
1
+ import { LAMP_OIL_KIND } from './lanternWakeQuests.js';
2
+ import { MIRE_WARDEN_NAME } from './mireWatch.js';
3
+ import { BLOODTIDE_ELEMENTAL_KIND, BLOODTIDE_SHARD_KIND, BT_BELL, BT_BRAZIERS, BT_BRAZIER_ORDER, BT_GAUGE, BT_MARKERS, BT_OIL_CASK, BT_POSTS, BT_POST_ORDER, BT_PROP, MIRE_LEECH_KIND, } from './tideOfBlood.js';
4
+ import { MIRE_CX, MIRE_CZ } from './bloodMire.js';
5
+ const WARDEN = { kind: 'resident', name: MIRE_WARDEN_NAME };
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+ const COMBAT_SKILLS = ['strength', 'archery', 'precision'];
7
+ export const READING_THE_RED_COMBAT = 18;
8
+ export const LOW_FORD_COMBAT = 20;
9
+ export const RED_MOON_COMBAT = 24;
10
+ export const SURGE_COMBAT = 28;
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+ export const TIDE_OF_BLOOD_COMBAT = 33;
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+ /** The ford's bank (where the helper points and `reach` counts): the river's north bank under the five posts. */
13
+ export const LOW_FORD_AREA = { minX: 586, maxX: 610, minZ: 541, maxZ: 548 };
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+ export const LOW_FORD_AT = { x: 598, z: BT_POSTS[2].z, label: 'the Blood Ford' };
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+ /** The west plank walk's west end, where the Bloodtide Elemental stands. */
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+ export const SURGE_AREA = { minX: 578, maxX: 592, minZ: 518, maxZ: 524 };
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+ export const SURGE_AT = { x: MIRE_CX - 18, z: MIRE_CZ + 3, label: 'the west plank walk' };
18
+ // ---- 1. Reading the Red ---------------------------------------------------------------------------------------------------------
19
+ export const READING_THE_RED_QUEST = {
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+ giver: WARDEN,
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+ requires: {
22
+ combat: READING_THE_RED_COMBAT,
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+ refuse: `The Mire is Dreadwoods ground: anyone can strike you there and nobody binds a wound in a fight. Come back with more steel in your arm (Combat ${READING_THE_RED_COMBAT}).`,
24
+ },
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+ offer: "Look at the pools. The blood in them goes up and down like a slow breath, twelve minutes to the round, and nobody here can say why. It is high enough to drown the old ford posts for half the hour, and low for a few minutes only. A Warden who cannot read it is a Warden who gets someone killed. Will you walk the three markers on the rim with me, so I know you can read it too?",
26
+ accept: "Three tide markers stand on the rim: north-west, north-east and south of the big pool. Touch each one and look at its red band. The bristle boars wallow at the pools and they hit anyone who reads slowly, so thin them. Then read the gauge post by my gate, and come tell me.",
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+ decline: 'Then stay on the road, and the road is all the Mire will ask of you.',
28
+ steps: [
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+ {
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+ kind: 'talk',
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+ npc: WARDEN,
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+ label: 'Hear the Warden out at the Mire Watch',
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+ hint: `${MIRE_WARDEN_NAME} keeps the Mire Watch, a small palisade on the Mire's east side. Inside it nobody can attack you.`,
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+ say: 'The blood rises and falls on a clock: high, then a slow ebb, then low for five minutes, then the flood. The markers on the rim show the line. Go and read them.',
35
+ },
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+ {
37
+ kind: 'touch',
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+ prop: BT_PROP.marker,
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+ qty: 3,
40
+ label: "Read the three tide markers on the Mire's rim",
41
+ hint: 'One stands on the north-west rim, one on the north-east rim and one south of the big pool. The Mire is Dreadwoods ground: other players can attack you out there.',
42
+ notices: {
43
+ [BT_MARKERS[0].style]: 'A weathered post with a red band at the high-blood line and a black band below it. The band is wet: the blood is high or just ebbing.',
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+ [BT_MARKERS[1].style]: 'The same marks, a hand lower. The Warden is right: the pool rises and falls by the post.',
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+ [BT_MARKERS[2].style]: 'The south marker stands at the edge of the big pool. Its black band shows where the blood goes at its lowest.',
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+ },
47
+ },
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+ {
49
+ kind: 'kill',
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+ npcKinds: ['bristleboar'],
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+ qty: 4,
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+ npcLabel: 'Bristle Boar',
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+ label: 'Thin the bristle boars at the pools',
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+ hint: 'The boars wallow round the big pool and the pools beside it, inside the Mire.',
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+ },
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+ {
57
+ kind: 'touch',
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+ prop: BT_PROP.gauge,
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+ qty: 1,
60
+ label: "Read the tide gauge by the Watch's gate",
61
+ hint: "The gauge post stands just inside the Watch's gate. It tells the tide any time: click it again whenever you wonder.",
62
+ notices: {
63
+ [BT_GAUGE.style]: 'You read the red marks, top to bottom: high, ebb, low, flood, twelve minutes round. Click the post again any time to hear where the blood stands.',
64
+ },
65
+ },
66
+ {
67
+ kind: 'talk',
68
+ npc: WARDEN,
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+ label: 'Tell the Warden what the markers said',
70
+ hint: `${MIRE_WARDEN_NAME} is at the Mire Watch.`,
71
+ say: 'Then you can read the Mire. That is more than the last three I sent out could say. The blood keeps time, and you can use it. There is a ford on the river that only shows at low blood. Come back when you are ready for that.',
72
+ },
73
+ ],
74
+ done: 'Take this for your boots and your patience. The Mire does not hurry, and now neither will you.',
75
+ after: 'Read the gauge before you wade, and eat before you fight. Nobody heals in the Dreadwoods.',
76
+ rewards: { coins: 350, xp: { explorer: 500 }, choiceXp: { qty: 600, skills: COMBAT_SKILLS } },
77
+ };
78
+ // ---- 2. The Low Ford -------------------------------------------------------------------------------------------------------------
79
+ export const LOW_FORD_QUEST = {
80
+ giver: WARDEN,
81
+ requires: {
82
+ quest: 'readingTheRed',
83
+ combat: LOW_FORD_COMBAT,
84
+ refuse: `Learn to read the markers first (Reading the Red), and come back at Combat ${LOW_FORD_COMBAT}.`,
85
+ },
86
+ offer: "South of the Mire the Blood River runs three tiles wide, and the nearest bridge is a hundred tiles west. At low blood five old ford posts show on the north bank, black with the stuff. Touch them in order, west to east, while the blood is low, and the ford is yours: a rope post on each bank that carries you over, whenever the blood is not high. Slip, or let the low run out, and you start again from the first. Shall we?",
87
+ accept: "The posts stand on the river's north bank, a few strides apart, numbered one to five from the west. The low lasts five minutes in twelve. Check the gauge by my gate, walk down, and touch them 1 to 5 without a pause. Mind the Mire's leeches and other travellers on the way.",
88
+ decline: 'Then walk the hundred tiles to the bridge, and keep your feet dry.',
89
+ steps: [
90
+ {
91
+ kind: 'talk',
92
+ npc: WARDEN,
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+ label: 'Ask the Warden about the ford',
94
+ hint: `${MIRE_WARDEN_NAME} is at the Mire Watch.`,
95
+ say: 'Five posts, in order, in the low. The gauge by my gate says when. Walk down while it is ebbing so you are there as it drops.',
96
+ },
97
+ {
98
+ kind: 'reach',
99
+ area: LOW_FORD_AREA,
100
+ at: LOW_FORD_AT,
101
+ label: "Walk to the Blood River's north bank",
102
+ hint: "The ford posts stand on the river's north bank, south of the big pool.",
103
+ },
104
+ {
105
+ kind: 'touch',
106
+ prop: BT_PROP.post,
107
+ qty: BT_POSTS.length,
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+ label: 'Touch the five ford posts in order, 1 to 5, at low blood',
109
+ hint: 'Check the gauge post by the Watch: low blood lasts five minutes in twelve. Touch the posts west to east without a slip. Other players can attack you out here.',
110
+ order: BT_POST_ORDER,
111
+ when: 'blood-low',
112
+ wrong: { notice: 'That is not the next post. The blood closes over the line and you must start again from the first.' },
113
+ wait: 'The blood is over the posts. Wait for the low (the gauge post by the Mire Watch tells it) and start again from the first post.',
114
+ notices: {
115
+ [BT_POSTS[0].style]: 'The first post, slick and black. The water pulls at your boots.',
116
+ [BT_POSTS[1].style]: 'The second. The red line is dropping against it as you watch.',
117
+ [BT_POSTS[2].style]: 'The third, the one the Warden calls the keystone. Half the river is in sight from here.',
118
+ [BT_POSTS[3].style]: 'The fourth. You can see the far bank clear of the water.',
119
+ [BT_POSTS[4].style]: 'The fifth. The line of posts is whole, and the ford is open.',
120
+ },
121
+ },
122
+ {
123
+ kind: 'talk',
124
+ npc: WARDEN,
125
+ label: 'Tell the Warden the ford is read',
126
+ hint: `${MIRE_WARDEN_NAME} is at the Mire Watch.`,
127
+ say: 'Five for five. The rope posts at the ford are yours now, one each bank, for as long as the blood is not high. Click one and you are across. Walk there when the gauge says ebb or low, and not when it says high.',
128
+ },
129
+ ],
130
+ done: 'Take this for the posts. The Blood Ford is yours: use it, and respect the high.',
131
+ after: 'The rope posts stand on both banks of the ford, east of the five posts. They carry you whenever the blood is not high.',
132
+ rewards: {
133
+ coins: 450,
134
+ xp: { explorer: 700 },
135
+ choiceXp: { qty: 700, skills: COMBAT_SKILLS },
136
+ perk: 'The Blood Ford: cross the Blood River at the Mire by the rope posts whenever the blood is not high.',
137
+ },
138
+ };
139
+ // ---- 3. Night of the Red Moon ---------------------------------------------------------------------------------------------------
140
+ export const RED_MOON_QUEST = {
141
+ giver: WARDEN,
142
+ requires: {
143
+ quest: 'theLowFord',
144
+ combat: RED_MOON_COMBAT,
145
+ refuse: `The ford first (The Low Ford), and Combat ${RED_MOON_COMBAT} before the moon braziers.`,
146
+ },
147
+ offer: "The Mire changes after dark: the blood moon comes up, the lamps are lit, and the leeches grow bold. Three braziers stand on the rim, old and cold, and they only take a flame under the moon. Light them in order, west, north, east, and the Watch will see the rim from the palisade. It is a good dusk's work, and the leeches will not like it. Will you?",
148
+ accept: "Fill three flasks from the oil cask here. The braziers only light under the blood moon: that is whenever the lamps are lit, 18:00 to 06:00 UTC. West brazier first, then north, then east. Put down six leeches while you are out there.",
149
+ decline: 'Then the rim stays dark. I will light it myself one dusk, if I live.',
150
+ steps: [
151
+ {
152
+ kind: 'talk',
153
+ npc: WARDEN,
154
+ label: 'Hear the Warden out',
155
+ hint: `${MIRE_WARDEN_NAME} is at the Mire Watch.`,
156
+ say: 'Oil first. The cask by my fire. Three flasks, one for each brazier, and do not light them out of order.',
157
+ },
158
+ {
159
+ kind: 'touch',
160
+ prop: BT_PROP.oil,
161
+ qty: 1,
162
+ label: "Fill three flasks from the Watch's oil cask",
163
+ hint: "The oil cask stands inside the Mire Watch, by the Warden's fire.",
164
+ notices: { [BT_OIL_CASK.style]: 'You fill three flasks from the cask and stopper them. Heavy, and they slosh.' },
165
+ give: { kind: LAMP_OIL_KIND, qty: 3 },
166
+ },
167
+ {
168
+ kind: 'touch',
169
+ prop: BT_PROP.brazier,
170
+ qty: BT_BRAZIERS.length,
171
+ label: 'Light the three moon braziers in order, under the blood moon',
172
+ hint: "The braziers stand on the Mire's rim: west, north, then east. They only take a flame while the lamps are lit (18:00 to 06:00 UTC). Other players can attack you out there.",
173
+ order: BT_BRAZIER_ORDER,
174
+ when: 'blood-moon',
175
+ takes: [{ kinds: [LAMP_OIL_KIND], qty: 1, label: 'Flask of Lamp Oil' }],
176
+ short: 'The brazier needs a flask of lamp oil (the cask at the Mire Watch fills three).',
177
+ wrong: { notice: 'The flame will not take. The braziers want the west one first, then north, then east. Start again from the west brazier.' },
178
+ wait: 'The braziers only take a flame under the blood moon, whenever the lamps are lit (18:00 to 06:00 UTC). Come back after dusk.',
179
+ notices: {
180
+ [BT_BRAZIERS[0].style]: 'The west brazier catches with a red flame, and the pools beyond it answer, red on red.',
181
+ [BT_BRAZIERS[1].style]: 'The north brazier. The flame leans toward the middle pool as if it were being drawn.',
182
+ [BT_BRAZIERS[2].style]: 'The east brazier. Three red fires on the rim, and the Mire is lit.',
183
+ },
184
+ },
185
+ {
186
+ kind: 'kill',
187
+ npcKinds: [MIRE_LEECH_KIND],
188
+ qty: 6,
189
+ npcLabel: 'Mire Leech',
190
+ label: 'Put down six Mire Leeches',
191
+ hint: "The leeches lie in the mud between the pools, inside the Mire. They go for anyone who wades near.",
192
+ },
193
+ {
194
+ kind: 'talk',
195
+ npc: WARDEN,
196
+ label: 'Tell the Warden the rim is lit',
197
+ hint: `${MIRE_WARDEN_NAME} is at the Mire Watch.`,
198
+ say: 'Three red fires on the rim. I saw them from the tower, and so did everything that lives in there. You are braver than most. There is a mud-thing in the west pool that rises with the tide. Come back when you want to face it.',
199
+ },
200
+ ],
201
+ done: 'Take this for your oil and your nerve. The rim is lit, and the Watch sleeps easier.',
202
+ after: 'The braziers will burn out by dawn. The leeches come back faster than the fires.',
203
+ rewards: { coins: 650, xp: { explorer: 900 }, choiceXp: { qty: 900, skills: COMBAT_SKILLS } },
204
+ };
205
+ // ---- 4. The Surge --------------------------------------------------------------------------------------------------------------
206
+ export const SURGE_QUEST = {
207
+ giver: WARDEN,
208
+ requires: {
209
+ quest: 'nightOfTheRedMoon',
210
+ combat: SURGE_COMBAT,
211
+ refuse: `The braziers first (Night of the Red Moon), and Combat ${SURGE_COMBAT} before you stand in front of this.`,
212
+ },
213
+ offer: "There is a thing in the west pool, at the end of the plank walk. The tide made it: a column of standing blood with an arm. Every fourth blow it draws the pool up behind it and a red ring closes round it, and if you are standing in the ring when the ring shuts, you pay twice over. Step out of its reach while the ring is closing and it hits nothing. Break it, and bring me the shard in its chest. Will you?",
214
+ accept: "It stands at the west plank walk's west end. Watch for the red ring: when it closes, step away from the thing. Eat before you go, because nobody heals in a fight in the Dreadwoods. Bring me the Bloodtide Shard.",
215
+ decline: 'Then it stays in the pool and we keep to the east side.',
216
+ steps: [
217
+ {
218
+ kind: 'talk',
219
+ npc: WARDEN,
220
+ label: 'Hear the Warden out',
221
+ hint: `${MIRE_WARDEN_NAME} is at the Mire Watch.`,
222
+ say: 'Mind the ring. Step out of its reach while the ring is closing, and the surge goes wide. Stand in it and you will want a second life.',
223
+ },
224
+ {
225
+ kind: 'reach',
226
+ area: SURGE_AREA,
227
+ at: SURGE_AT,
228
+ label: 'Walk the west plank to the pool',
229
+ hint: "The west plank walk crosses the small pool west of the big one. The Bloodtide Elemental stands at its west end.",
230
+ },
231
+ {
232
+ kind: 'kill',
233
+ npcKinds: [BLOODTIDE_ELEMENTAL_KIND],
234
+ qty: 1,
235
+ npcLabel: 'Bloodtide Elemental',
236
+ label: 'Break the Bloodtide Elemental',
237
+ hint: 'Every fourth blow is a Blood Surge, told a full turn ahead by a red ring: step out of its reach before it lands. It drops the Bloodtide Shard.',
238
+ place: { ...SURGE_AT },
239
+ },
240
+ {
241
+ kind: 'deliver',
242
+ npc: WARDEN,
243
+ items: [{ kinds: [BLOODTIDE_SHARD_KIND], qty: 1, label: 'Bloodtide Shard' }],
244
+ label: 'Bring the Bloodtide Shard to the Warden',
245
+ hint: `${MIRE_WARDEN_NAME} is at the Mire Watch. A lost shard drops again from the next elemental.`,
246
+ say: "A piece of the tide itself, still warm. I will have this set in the gatehouse beam and the next Warden can say her predecessor was not a coward. One thing left: the old Elemental on the island, and it only listens to the bell in the red low.",
247
+ short: 'The shard from the elemental, if you please. It drops every time.',
248
+ },
249
+ ],
250
+ done: 'Take this for the surge you dodged. Nobody here ever beat it clean.',
251
+ after: 'The elemental in the west pool comes back with the tide. Leave it be, or break it again for the coins.',
252
+ rewards: { coins: 900, xp: { explorer: 1200 }, choiceXp: { qty: 1200, skills: COMBAT_SKILLS } },
253
+ };
254
+ // ---- 5. Tide of Blood ----------------------------------------------------------------------------------------------------------
255
+ export const TIDE_OF_BLOOD_QUEST = {
256
+ giver: WARDEN,
257
+ requires: {
258
+ quest: 'theSurge',
259
+ combat: TIDE_OF_BLOOD_COMBAT,
260
+ refuse: `The Surge first, and Combat ${TIDE_OF_BLOOD_COMBAT}: this is the Mire's own master, and it is level 35.`,
261
+ },
262
+ offer: "The Blood Mire Elemental sleeps on its island in the big pool, and it wakes for the Tide Bell, hung at the plank walk's south foot. The old Wardens rang it in the red low: the blood at its lowest under the blood moon, when the island is dry to the water's edge. Ring it then, and end the thing, and the Mire is quiet for a season. It will hurt. Will you do it?",
263
+ accept: "The red low is the blood moon (the lamps lit, 18:00 to 06:00 UTC) with the blood low at the same time. The gauge post by my gate says the tide and the moon. Ring the bell once, walk the plank, and put the Elemental down. Eat well, and bring friends if you can stand them.",
264
+ decline: 'Then the bell stays cold, and so does my hope.',
265
+ steps: [
266
+ {
267
+ kind: 'talk',
268
+ npc: WARDEN,
269
+ label: 'Hear the Warden out',
270
+ hint: `${MIRE_WARDEN_NAME} is at the Mire Watch.`,
271
+ say: 'Blood low and the blood moon together: that is the red low. It comes round a few times a night. Wait at the Watch until the gauge says so, then go.',
272
+ },
273
+ {
274
+ kind: 'touch',
275
+ prop: BT_PROP.bell,
276
+ qty: 1,
277
+ label: 'Ring the Tide Bell in the red low',
278
+ hint: "The bell hangs on the bank at the big pool's south foot, where the plank walk starts. It only rings in the red low: blood low under the blood moon (lamps lit, 18:00 to 06:00 UTC). Other players can attack you out there.",
279
+ notices: {
280
+ [BT_BELL.style]: 'The Tide Bell rings once, flat and low, and the pool goes still. On the island, something very large turns its head.',
281
+ },
282
+ when: 'red-low',
283
+ wait: 'The bell only rings in the red low: the blood low and the blood moon up together. Check the gauge post by the Mire Watch and come back.',
284
+ },
285
+ {
286
+ kind: 'kill',
287
+ npcKinds: ['bloodmireelemental'],
288
+ qty: 1,
289
+ npcLabel: 'Blood Mire Elemental',
290
+ label: 'Put down the Blood Mire Elemental',
291
+ hint: 'It stands on its hump in the big pool, at the end of the plank walk. Its blows follow the pool: step clear of the telegraphed ones. Level 35.',
292
+ place: { x: MIRE_CX, z: MIRE_CZ + 4, label: "the big pool's plank walk" },
293
+ },
294
+ {
295
+ kind: 'talk',
296
+ npc: WARDEN,
297
+ label: 'Tell the Warden the Mire is quiet',
298
+ hint: `${MIRE_WARDEN_NAME} is at the Mire Watch.`,
299
+ say: 'The pool has stopped moving. I can see it from the tower. The tide of blood will rise again, but not tonight, and not because of anything we did not choose. You have done what ten Wardens could not.',
300
+ },
301
+ ],
302
+ done: 'Take this, and the Watch\'s thanks. The Mire remembers who rang its bell.',
303
+ after: 'The Elemental sleeps again, in time. The bell is yours to ring in the red low, if you ever want more of it.',
304
+ rewards: { coins: 1500, xp: { explorer: 2000 }, choiceXp: { qty: 2000, skills: COMBAT_SKILLS } },
305
+ };
306
+ //# sourceMappingURL=tideOfBloodQuestDef.js.map
@@ -0,0 +1 @@
1
+ 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package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@dreadwood-types/types",
3
- "version": "0.1.270",
3
+ "version": "0.1.272",
4
4
  "description": "Public wire protocol and client-safe constants for Dreadwoods",
5
5
  "type": "module",
6
6
  "main": "./dist/index.js",
@@ -22,7 +22,7 @@
22
22
  ],
23
23
  "scripts": {
24
24
  "build": "tsc -p tsconfig.json",
25
- "test": "node --test scripts/animation-test.mjs scripts/starter-jobs-test.mjs scripts/cooking-nudge-test.mjs scripts/surface-chart-test.mjs scripts/south-expansion-test.mjs scripts/rudd-test.mjs scripts/cave-map-test.mjs scripts/birch-combat-test.mjs scripts/fort-rook-bosses-test.mjs scripts/bounty-first-test.mjs scripts/bounty-high-tiers-test.mjs scripts/running-test.mjs scripts/energy-test.mjs scripts/starter-town-test.mjs scripts/starter-expansion-test.mjs scripts/five-arches-test.mjs scripts/landing-test.mjs scripts/cove-ship-test.mjs scripts/south-fields-quests-test.mjs scripts/south-fields-errands-test.mjs scripts/arcane-lands-test.mjs scripts/fair-folk-test.mjs scripts/fair-contests-test.mjs scripts/missing-shipment-test.mjs scripts/world-boss-ring-test.mjs scripts/ringstone-fight-test.mjs scripts/highstone-test.mjs scripts/fenstone-test.mjs scripts/hopewood-wildlife-test.mjs scripts/hollin-wildlife-test.mjs scripts/hopewood-quests-test.mjs scripts/western-train-test.mjs scripts/moving-train-test.mjs scripts/train-circuit-test.mjs scripts/forge-halt-test.mjs scripts/forge-polish-test.mjs scripts/western-station-test.mjs scripts/hollin-quests-test.mjs scripts/western-lost-supplies-test.mjs scripts/western-herbal-remedies-test.mjs scripts/western-field-shrine-test.mjs scripts/western-kingdoms-test.mjs scripts/lantern-wake-test.mjs scripts/brindlecross-test.mjs scripts/brindlecross-quest-test.mjs scripts/greenwood-wilds-test.mjs scripts/greenwood-wildlife-test.mjs scripts/greenwood-quest-test.mjs scripts/dwarf-road-wildlife-test.mjs scripts/dwarf-road-test.mjs scripts/riversend-test.mjs scripts/riversend-content-test.mjs scripts/gatewarden-rounds-test.mjs scripts/boss-e8-test.mjs scripts/lantern-wake-town-test.mjs scripts/world-regions-test.mjs scripts/copse-wildlife-test.mjs scripts/copse-quests-test.mjs scripts/marches-wildlife-test.mjs scripts/marches-quests-test.mjs scripts/train-seats-test.mjs scripts/lantern-wake-gallery-test.mjs scripts/lantern-wake-wildlife-test.mjs scripts/lantern-wake-quest-test.mjs scripts/dwarf-hold-test.mjs scripts/western-line-texts-test.mjs scripts/xp-test.mjs scripts/bank-test.mjs scripts/timed-access-test.mjs scripts/ground-items-test.mjs scripts/name-filter-test.mjs scripts/woodwork-logs-test.mjs scripts/area-gates-test.mjs scripts/frozen-dungeons-test.mjs scripts/long-winter-test.mjs scripts/roster-delta-test.mjs scripts/bow-ladder-test.mjs scripts/lantern-wake-ledge-test.mjs scripts/explorer-ledger-test.mjs scripts/ore-smithing-test.mjs scripts/red-waste-test.mjs scripts/red-waste-folk-test.mjs scripts/daily-hooks-test.mjs scripts/sparring-yard-test.mjs scripts/t16-siege-floe-beach-test.mjs scripts/mammoth-road-test.mjs scripts/mammoth-road-test.mjs scripts/gulls-map-test.mjs scripts/gulls-rook-test.mjs scripts/ride-the-line-test.mjs scripts/gallowmere-test.mjs scripts/gallowmere-content-test.mjs scripts/fishing-derby-test.mjs scripts/sled-run-test.mjs scripts/eastern-marches-a-test.mjs scripts/windward-chalkshell-test.mjs scripts/gullhook-head-test.mjs scripts/webfen-test.mjs scripts/safe-pockets-test.mjs scripts/gallowmere-extras-test.mjs scripts/t53-high-ledge-skill-quests-test.mjs scripts/camp-traders-recommended-test.mjs scripts/west-coast-test.mjs scripts/heartwood-hunt-test.mjs scripts/calverton-extension-test.mjs scripts/gravewatch-test.mjs",
25
+ "test": "node --test scripts/animation-test.mjs scripts/starter-jobs-test.mjs scripts/cooking-nudge-test.mjs scripts/surface-chart-test.mjs scripts/south-expansion-test.mjs scripts/rudd-test.mjs scripts/cave-map-test.mjs scripts/birch-combat-test.mjs scripts/fort-rook-bosses-test.mjs scripts/bounty-first-test.mjs scripts/bounty-high-tiers-test.mjs scripts/running-test.mjs scripts/energy-test.mjs scripts/starter-town-test.mjs scripts/starter-expansion-test.mjs scripts/five-arches-test.mjs scripts/landing-test.mjs scripts/cove-ship-test.mjs scripts/south-fields-quests-test.mjs scripts/south-fields-errands-test.mjs scripts/arcane-lands-test.mjs scripts/fair-folk-test.mjs scripts/fair-contests-test.mjs scripts/missing-shipment-test.mjs scripts/world-boss-ring-test.mjs scripts/ringstone-fight-test.mjs scripts/highstone-test.mjs scripts/fenstone-test.mjs scripts/hopewood-wildlife-test.mjs scripts/hollin-wildlife-test.mjs scripts/hopewood-quests-test.mjs scripts/western-train-test.mjs scripts/moving-train-test.mjs scripts/train-circuit-test.mjs scripts/forge-halt-test.mjs scripts/forge-polish-test.mjs scripts/western-station-test.mjs scripts/hollin-quests-test.mjs scripts/western-lost-supplies-test.mjs scripts/western-herbal-remedies-test.mjs scripts/western-field-shrine-test.mjs scripts/western-kingdoms-test.mjs scripts/lantern-wake-test.mjs scripts/brindlecross-test.mjs scripts/brindlecross-quest-test.mjs scripts/greenwood-wilds-test.mjs scripts/greenwood-wildlife-test.mjs scripts/greenwood-quest-test.mjs scripts/dwarf-road-wildlife-test.mjs scripts/dwarf-road-test.mjs scripts/riversend-test.mjs scripts/riversend-content-test.mjs scripts/gatewarden-rounds-test.mjs scripts/boss-e8-test.mjs scripts/lantern-wake-town-test.mjs scripts/world-regions-test.mjs scripts/copse-wildlife-test.mjs scripts/copse-quests-test.mjs scripts/marches-wildlife-test.mjs scripts/marches-quests-test.mjs scripts/train-seats-test.mjs scripts/lantern-wake-gallery-test.mjs scripts/lantern-wake-wildlife-test.mjs scripts/lantern-wake-quest-test.mjs scripts/dwarf-hold-test.mjs scripts/western-line-texts-test.mjs scripts/xp-test.mjs scripts/bank-test.mjs scripts/timed-access-test.mjs scripts/ground-items-test.mjs scripts/name-filter-test.mjs scripts/woodwork-logs-test.mjs scripts/area-gates-test.mjs scripts/frozen-dungeons-test.mjs scripts/long-winter-test.mjs scripts/roster-delta-test.mjs scripts/bow-ladder-test.mjs scripts/lantern-wake-ledge-test.mjs scripts/explorer-ledger-test.mjs scripts/ore-smithing-test.mjs scripts/red-waste-test.mjs scripts/red-waste-folk-test.mjs scripts/daily-hooks-test.mjs scripts/sparring-yard-test.mjs scripts/t16-siege-floe-beach-test.mjs scripts/mammoth-road-test.mjs scripts/mammoth-road-test.mjs scripts/gulls-map-test.mjs scripts/gulls-rook-test.mjs scripts/ride-the-line-test.mjs scripts/gallowmere-test.mjs scripts/gallowmere-content-test.mjs scripts/fishing-derby-test.mjs scripts/sled-run-test.mjs scripts/eastern-marches-a-test.mjs scripts/windward-chalkshell-test.mjs scripts/gullhook-head-test.mjs scripts/webfen-test.mjs scripts/safe-pockets-test.mjs scripts/gallowmere-extras-test.mjs scripts/t53-high-ledge-skill-quests-test.mjs scripts/camp-traders-recommended-test.mjs scripts/west-coast-test.mjs scripts/heartwood-hunt-test.mjs scripts/calverton-extension-test.mjs scripts/gravewatch-test.mjs scripts/tide-of-blood-test.mjs",
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  "dev": "tsc -p tsconfig.json --watch",
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  "prepare": "npm run build",
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  "prepublishOnly": "npm run build"