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