/* Text upgrade and rewrite by Grimbrand 2-1-96 */ #include "path.h" inherit "/std/underground"; object *npcs; /* void reset() { int i; for(i=0;i<sizeof(npcs);i++) { if(!npcs[i]) { npcs[i]=clone_object(DNPC+"dmaster01"); npcs[i]->move(this_object()); } } } */ void setup() { add_property("no_undead",1); set_light(10); npcs = allocate(1); set_short("Realm of the Duergar: Mine Masters Office"); set_long("\n Realm of the Duergar: Mine Masters Office.\n\n" " You have entered the Mine Masters Office. All around the " "room you can see the various types of mining equipment and " "ore typical to what can be found in the mines of Dendall. " "Behind the Masters desk a large assortment of picks, hammers, " "and spikes can be seen neatly laid out for display. Along " "the other three walls, nicely arranged, lie the different " "yet typical ore commonplace in Dendall. Among them, some " "of the most beautiful crystalline formations you have ever " "seen catch your eye. The Mine Master sits down behind his " "desk and eyes you over as you drool over his prize collection. " "It would be a good idea to \"listen\" to him and what he " "has to say.\n" "\n"); add_item("picks"," You look at the various sizes of picks on the wall " "behind the Masters desk, and wonder why there are so many. " "There are even some that you are not sure you could " "lift. One detail that does leave a good impression upon " "your mind is the excellent condition they appear to be " "in.\n"); add_item("hammers", " The hammers on the wall behind the desk have " "been arranged according to size. The variety of hammer " "types are so varied and strange you question whether or " "not some of them are even hammers. They are all in " "excellent shape.\n"); add_item("spikes", " On the wall next to the hammers are these " "spikes. Without these simple pieces of metal the hammers " "are rendered almost useless for mining purposes. For the " "most part all of the spikes are standardized in shape and " "vary only in size.\n"); add_item(({"ore", "ores", "rock", "rocks"}), " The various ore types have been sorted and placed along " "the walls of the room. Each wall has been dedicated to a " "specific theme, one wall is metal types, another is crystal " "formations, and the last is precious natural treasures.\n"); add_item("gems", " You see a wide variety of all the known gems in " "the realms. Handsomely displayed in a sturdy metal case " "with thick glass, it is obvious they represent great " "wealth and mining expertise.\n\n" "Helden eyes you closely, hefting a wicked looking pick.\n"); add_exit("up",NEWBIE+"main03","door"); add_exit("west",NEWBIE+"dlev1_01","door"); modify_exit("west",({"function","bouncer"})); add_clone(DNPC+"dmaster01",1); } /* void dest_me() { int i; for(i=0;i<sizeof(npcs);i++) if(npcs[i]) npcs[i]->dest_me(); ::dest_me(); } */ int bouncer() { int lv,xp; object me = this_player(); lv = (int)me->query_level(); xp = (int)me->query_xp(); if(lv == 1 && xp <4000) { write(" The door opens easily when you push it, allowing you to " "enter the area beyond.\n\n"); tell_room(environment(me), me->query_cap_name()+" steps towards the " "door and it opens quietly, allowing "+me->query_cap_name()+ " to enter.\n",({this_player()})); return 1; } notify_fail(" You walk into the door attempting to push it open.\n\n"); tell_room(environment(me), me->query_cap_name()+" walks into the west " "door and rebounds with a hurt and surprised look upon " +me->query_possessive()+" face.\n\n", ({ this_player() })); return 0; }