/* Rage */ inherit "/std/outside"; #include "path.h" void setup() { set_light(65); set_short("Mystic Street"); set_zone("pubtrack"); set_zone("town"); set_zone("friendly"); set_long("The earthen clay is dark and red. Its hues resemble the " "the blood of your enemies. The clay is mucky and sticks to your boots. " "The houses here seem, to withstand time herself, to display " "the old world architects wisdom. The street continues to the " "west and to the east.\n"); /* add_item("house", "The houses are fashioned in a style similar to the masons " "dVar-Nacht. The subtle hinting of depth in the carved faces " "leads you to believe that this particular mason was a master. " "The doorways are contained in arches. It is Roman basilica " "in nature. Many doors line the sides of the buildings, with " "the main entrance at the west side.\n"); */ add_exit("east", ROOM+ "m_str1.c", "road"); add_exit("west", ROOM+ "m_str3.c", "road"); } void init() { add_action("do_drowlook", "look"); ::init(); } int do_drowlook(string str) { if (str == "house") { if ((string)this_player()->query_race_name() == "drow") { write( "These houses are " "are obviously of drow design. The use of spider queen motifs are" "numerous. The style of the design is a bit misleading, it could " "easily be mistaken for somthing less sinister than it is. " "The secret symbols of the drow masons are obvious though. " "The mason, and owner of the house, are powerfull enough to " "flaunt the culture they cam from."); return 1; } else /* If ((string.. */ { write( "The houses are fashioned in a style similar to the masons " "dVar-Nacht. The subtle hinting of depth in the carved faces " "leads you to believe that this particular mason was a master. " "The doorways are contained in arches. It is Roman basilica " "in nature. many doors line the sides of the buildings, with " "the main entrance at the west side.\n"); return 1; } /* else if racename. */ } /* If (str= */ }