#include inherit LIB_ROOM; int maxnoob = MAX_NEWBIE_LEVEL; int PreExit(){ object guard = present("gate guard",this_object()); if(!MAX_NEWBIE_LEVEL) maxnoob = 3; if(((MAX_NEWBIE_LEVEL && !newbiep(this_player())) || this_player()->GetLevel() > maxnoob) && (!this_player()->GetInvis() && !creatorp(this_player()) && !present("testchar badge",this_player()))){ if(guard && living(guard)){ present("gate guard",this_object())->eventForce("say You're too big to slip by me now. You're not going to the mansion any more."); return 0; } } if((newbiep(this_player()) || this_player()->GetLevel() <= maxnoob) && guard && living(guard)){ tell_object(this_player(),"You are such a newbie that the gate guard doesn't even notice you slip by him."); tell_room(this_object(),this_player()->GetName()+" sneaks past the gate guard.",({ this_player() }) ); } return 1; } static void create() { room::create(); SetClimate("outdoors"); SetAmbientLight(30); SetShort("Mansion Gate"); SetLong("You are standing just north of the gate to a large, "+ "beautiful mansion, which stands to the south. The "+ "Corinthian capitals on the front pillars bespeak "+ "of the wealth and importance of the person who "+ "lives here. Lush ivy wraps around the gate and the "+ "brick wall surrounding the estate."); SetItems( ([ "gate" : "A handsome, wrought-iron entry control point.", ({"estate", "mansion"}) : "The grounds of a mansion are to the south.", ({"capital","capitals","corinthian capital","corinthian capitals"}) : "These are the headpieces of the pillars supporting the " "mansion's front overhang. The beautifully detailed " "carvings of encanthus leaves distinguish them as " "Corinthian.", ({"overhang","front overhang"}) : "A fancy and unnecessary " "structure in front of the mansion supported by " "columns.", ({"pillar","pillars","column","columns"}) : "Load-bearing " "structures supporting the mansion's front overhang.", ({"ivy","lush ivy"}) : "Vines of the ivy plant run " "over and along the walls and gate, so thickly that " "they nearly obscure them.", ({"wall","walls"}) : "Architectural features which prevent " "casual entry. They are made of brick and appear old " "and strong.", ]) ); SetSkyDomain("town"); SetExits( ([ "north" : "/domains/town/room/road2.c", ]) ); SetInventory(([ "/domains/town/npc/mp" : ({ 3600, 1 }), ])); AddExit("south", "/domains/town/room/mansion_ext", (: PreExit :)); AddItem(new("/domains/town/obj/lamp")); SetProperty("no attack", 1); } void init(){ ::init(); }