#include inherit LIB_ROOM; void create() { ::create(); SetProperty("light", 1); SetProperty("indoors", 1); SetSmell("default", "The building smells stale and decaying."); SetListen("default", "The boards which make up " "the floor are creaking under your weight."); SetShort( "a broken down building"); SetLong( "Broken boards and rotting thatch have left this place very " "dangerous for walking. The squeaks of diseased rodents " "tell you that this place is no longer run by humanoids, but " "bits of evidence here and there suggest recent humanoid passage. " "The alley lies north of here."); SetItems( (["board" : "It is rotting from exposure to the weather.", "boards" : "You do not want to rely on them for support.", "thatch" : "It once formed the roof of the building, but no more.", "roof" : "A patchwork of rotting thatch.", "evidence" : "Dust left unsettled.", "dust" : "It looks like it has not been very long settled in places.", "foo" : "What do you mean by foo?"]) ); SetExits( (["north" : "/domains/Praxis/alley2"]) ); } void reset() { object rat; ::reset(); if(!present("rat")) { rat = new("/lib/npc"); rat->SetKeyName("rat"); rat->SetId( ({ "rat", "filthy rat", "a filthy rat" }) ); rat->SetLevel(1); rat->SetShort( "A filthy rat"); rat->SetLong("A disgusting little rodent."); rat->SetRace( "rodent"); rat->SetCurrency("silver", random(10)); rat->SetHealthPoints(60+random(10)); rat->SetMorality(-1); rat->move(this_object()); } if(!present("torch")) new("/domains/town/obj/torch")->move(this_object()); } void init(){ ::init(); }