mud/lib/domains/Praxis/building.c
2020-09-06 05:43:07 -07:00

54 lines
1.9 KiB
C

#include <lib.h>
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();
}