/* Text alterations and additions by Grimbrand 2-3-96 */ #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+"dmaster03"); npcs[i]->move(this_object()); } } } void setup() { add_property("no_undead",1); set_light(10); npcs = allocate(1); set_short("Realm of the Duergar: Cavern Masters Office"); set_long("\n Realm of the Duergar: Cavern Masters Office.\n\n" " This office is decorated with several different " "types of hunting trophies, all of which hang proudly " "upon the walls. The Cavern Master is known well " "for his prowess in combat and has retired from his " "days as an adventurer to teach young Duergar like " "yourself how to survive in the world. Many \"listen\"" "to what he has to say for it could mean the difference " "between life or death. You can see a large desk and " "chair which obviously belong to the Cavern Master. " "To your northeast a door awaits your entry.\n" "\n"); add_item("trophies", " Looking at the trophies you see some sort of claw " "or hook and several heads.\n\n"); add_item(({"hook", "claw"}), " Looking at the huge hook hanging on the wall " "behind the Cavern Masters desk, you recognize that it came " "from a Hook Horror. Judging from the size of the hook " "it must have been at least four to five duergar tall " "and extremely powerful.\n\n"); add_item(({"head", "heads"}), " As you look at the heads on the far wall you " "recognize a Umber Hulk and a Hell Hound. It is said " "that an Umber Hulk is a terrible foe, and come at you " "unexpectedly through solid walls. The Hell Hound on " "the other hand is a fiend from the lower levels of " "hell. The Drow brought them forth into the underdark " "in an attempt to guard their underground home " "from any intruders.\n\n"); add_item("desk", " The desk of the Cavern Master is truely a gruesome " "sight to behold. It has been built out of the bones of " "the creatures he has killed in the underdark.\n\n"); add_item("chair", " The only chair in the room rests behind the Cavern " "Masters desk. It looks like it is made out of some type " "of surface dweller wood.\n\n"); add_exit("northeast",NEWBIE+"dlev4_01","door"); add_exit("southwest",NEWBIE+"main03","door"); modify_exit("northeast",({"function","bouncer"})); } 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 == 3 && xp < 10000) { write(" The door opens with a slight push, allowing just " "enough room to let you pass.\n\n"); tell_room(environment(me), me->query_cap_name()+" gives the door a " "slight push opening it just enough to let " +this_player()->query_objective()+" to" " pass through.\n",({this_player()})); return 1; } notify_fail(" You push on the door with all your might, but " "it simply will not open.\n\n"); tell_room(environment(me), me->query_cap_name()+" tries to push the " "door open with all "+this_player()->query_possessive()+ " might to no avail.\n\n", ({this_player()})); return 0; }