#include "path.h" inherit HERE+"bsand.c"; setup() { add_property("no_undead",1); set_short("%^BOLD%^RED%^Isle of Belaern : Blood Sands%^RESET%^"); set_long("%^BOLD%^RED%^Isle of Belaern: Blood Sands%^RESET%^\n\n" " You are standing at the base of a huge mountain of red rock. " "The sheer walls appear menacing, and unclimbable." "\n\n"); add_exit("west", HERE+"bsand12.c", "path"); add_exit("south", HERE+"bsand17.c", "path"); add_clone(NPCS+"dghoul.c",1); add_item(({"sand","desert"}), "The sand here is of blood-red color, with tiny bits of " "what looks like red and black rock.\n"); add_item(({"walls", "wall", "mountain"}), "Looking up the sheer face of the mountain, you see several " "indentations in the rock, and a small plant.\n"); add_item(({"indentation","indentations"}), "All but one of the indentations looks of no interest " "to you. A circle indentation near the base of the mountain looks " "promising.\n"); add_item("circle","Upon closer inspection, you realize that this is not a " "circle, but what appears to be the imprint of a hand.\n"); add_item("hand","The outline looks like the imprint of a hand with a " "pair of lips imprinted inside of it.\n"); add_item("lips","This pair of lips look like the lips of a lover begging " "for a smooch.\n"); add_item("plant","This is a small, scraggly plant clinging to life on the " "rock.\n"); } init() { ::init(); add_action("kiss_lips","kiss"); add_action("kiss_lips", "smooch"); } kiss_lips(string str) { if(!str) { return(0); } if(str != "lips" && str != "lip") { return(0); } write("You gently touch your lips to the lips on the wall....and a door " "suddenly appears from the wall around the hand and swings open. You " "are thrown into the room, and the door shuts behind you.\n"); say(this_player()->query_cap_name() +" kisses an indentation in the wall, and " "is pulled into an opening which appears, and suddenly closes.\n"); write("\n"); this_player()->move(HERE+"deadmans.c"); this_player()->look_me(); return 1; }