inherit "/std/room.c"; #include "path.h" void setup() { set_short("Cave of Gloom: Desolate Passage\n"); set_long("Cave of Gloom: Desolate Passage\n" " This room is filled with piles of bones from dead halflings. The bones emit a stench " "to the entire room. Not only of death and decay, but of oppresive fear. To the " "North, there is a door with a light behind it. To your West is a sloped passage " "going down. " "The horrible noises that you have been hearing seem to come from behind the door to " "the north. " "\n\n"); set_light(60); add_item(({"bones","halflings"}),"These bones are broken and shattered all over the " "floor. Some still have sickening little bits of flesh sticking to them. One skull, " "with a huge hole in it, still bears a decayed eyeball that stares at you.\n"); add_item(({"skull","eyeball","eye","ball"}),"The skull and eyeball are too sick looking " "too even think about touching.\n"); add_item("wall","Upon further inspection, the brown substance on the wall appears to be dried blood.\n"); add_item("moss","The phospherescent moss covers the cave in small patches"+ "imbedded into the ceiling providing barely enough light to see.\n"); add_feel("wall","The wall is slimy to the touch.\n"); add_sound(({"sound","noises","north","door"}),"The noises are a grinding sound and come from the North.\n"); add_smell("cave","The cave smells musky and earthy, the way all caves smell.\n"); add_feel("moss","Try as you might, the moss is too high to reach.\n"); add_exit("west",CAVES+"cave10.c","path"); add_exit("north",CAVES+"endcave.c","door"); modify_exit("north",({"function","go_north"})); } int go_north() { if(this_player()->query_level()<5) { notify_fail("You don't yet have the skill to pick the lock of this door.\n"); return 0; } tell_object(this_player(), "You laugh as you pick the lock and walk into the next room.\n"); return 1; }