// Made by Tek August 1995 #include "path.h"; inherit "/std/room"; object *npc; void setup() { // Descriptions... set_light(70); set_short("Realm of the Lizard: Gloomy Cave"); set_long("\nRealm of the Lizard: Gloomy Cave\n\n" " This cave is currently the liar of some creature, " "although it looks like it wasn't always. " "In the back of the cave there are some piles of junk and old " "furniture. There are bones scattered all over and vines and weeds, " "mingled amongst them.\n\n"); add_property("no_undead",1); add_item("junk","This junk is really old, maybe a hundred years. " "You see a large chest of somesort buried amongst the " "furniture.\n\n"); add_item("furniture","This stuff is so old it is unrecognizable. " "\n\n"); add_item("bones","Most of these bones are from creatures you would " "normally find in the swamp, but some look like the bones " "of lizard-men.\n\n"); add_item("chest","This is a really large iron bound chest. It " "looks like it has been here a hundred years. Maybe " "this is the treasure the smith went to look for.\n\n"); add_item(({"vines", "weeds",}),"These vines and weeds look like they " "were brought in to the cave because they are not growing " "in anything they are just laying about.\n\n"); // Items.... add_exit("out",ROOM+"lizard09.c","path"); // Exits.... npc=allocate(1); } /*setup() */ void init() { add_action("do_open","open"); ::init(); } int do_open(string str) { if(str=="chest") { if(this_player()->query_property("LIZARD_TREASURE")) { write("You open the chest but it seems to be empty.\n\n"); return 1; } else { write("You have found some gold, a sparkling green " "chainmail, and a gemstone.\n\n" "You quickly grab up the coins, better get the chainmail and " "gemstone." "\n\n\n"); new(MISC+"gem.c")->move(this_object()); new(ARMOR+"chainmail2.c")->move(this_object()); this_player()->adjust_money(50,"silver"); this_player()->add_timed_property("LIZARD_TREASURE",1, 3600); return 1; } } } void reset() { int i; for(i = 0; i < sizeof(npc); i++) { if(!npc[i]) { npc[i]=clone_object("/d/newbie/lizard/npcs/bog_beast2.c"); npc[i]->move(this_object()); } } } void dest_me() { int i; for(i = 0; i < sizeof(npc); i++) { if( npc[i] ) npc[i]->dest_me(); } ::dest_me(); }