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