#include inherit LIB_ROOM; void init() { ::init(); add_action("go_north", "go"); } void create() { ::create(); SetProperties( ([ "light" : 2, "indoors" : 1, "no castle" : 1 ]) ); SetShort("Horace's general supply shop"); SetLong( "Welcome to Horace's General Supply Shop!\n" "Horace's supply shop is the largest business running in Praxis " "to date. It was established long ago, and has earned itself " "a very high reputation over the years. A long counter stands " "at the back of the store, where you can often see Horace himself " "standing, bargaining with customers. Two windows frame the front " "wall of the store, and a cheery red door exits you back out to " "the main street. Horace buys and sells goods created for and found " "by adventurer's when he is in. The pasasge north is guarded " "by a magic field."); SetItems( (["shop" : "You can buy and sell things here.", "passage" : "Horace keeps the things he has for sale back there.", "road" : "Boc La Road."]) ); SetInventory(([ "/domains/Praxis/obj/mon/horace" : 1, ])); SetExits( (["south" : "/domains/Praxis/e_boc_la2"]) ); SetProperty("no castle", 1); } void reset() { ::reset(); if(!present("horace")) new("/domains/Praxis/obj/mon/horace")->move(this_object()); } int go_north(string str) { if(str !="north") return notify_fail("What?\n"); if(!creatorp(this_player())) { message("my_action", "The magic of Horace stops you.", this_player()); message("other_action", this_player()->query_cap_name()+ " is stopped by the magic of Horace.", this_object(), ({ this_player() })); return 1; } message("other_action", this_player()->query_cap_name()+ " cannot be stopped by Horace's magic.", this_object(), ({ this_player() })); this_player()->eventMoveLiving("/domains/Praxis/storage", "north"); return 1; }