// made by tek #include "path.h" inherit CASTLE+"baseroom.c"; string add_long_string; void setup() { // Descriptions... set_short("Realm of the Orc: Gate"); set_long("\n Realm of the Orc: Gate.\n\n" " Here there is a lage gate and a guard post. This must " "be the way out off this town, if only you knew how to " "open the gate. From here you can go west through the gate " "or east into the town.\n\n"); add_property("no_undead",1); set_light(45); add_item("gate","It is really sturdy looking, but it seems to " "be made more to keep things in then out. It is locked " "tight. Not much chance of opening that.\n\n"); //NPC'S add_clone(CHAR+"guard2",2); //exits add_exit("east",TOWN+"town04.c","path"); add_exit ("west", TOWN + "road1.c", "gate"); modify_exit("west",({"function","go_west"})); } int go_west () { object *stuff; if((int)this_player()->query_level() < 5) { notify_fail("An Orc guard appears, looks you up and down, then rolls on the floor laughing. " "When he recovers he snarls at you. \"Go 'way wimp, you too puny for bigs wide world yet.\" " "\n"); return 0; } stuff= find_match("letter", this_player()); if(sizeof(stuff)) { write("You give the letter to the guards and with a grunt " "they open the gate and shove you through.\n\n" "As you leave the guards take the letter. " "\n\n" "Guard says: We need that letter!\n\n" "Guard says: And don't come back!\n\n"); stuff->dest_me(); return 1; } else { notify_fail ("You try to open the gate, but it is locked.\n"); tell_room (environment (this_player ()), this_player () -> query_cap_name () + " tries to go west, but finds the gate " "locked.\n", this_player ()); return 0; } }