#include "money.h" inherit "/std/raiseroom"; inherit "/std/sacroom"; void setup() { set_light(30); set_short("The Cathedral of Lawful Evil"); set_long("\nThe Cathedral of Lawful Evil: Chantry of Darkness and " "Malevolence.\n\n" " Your first view of this area is darkness, pure and " "evil. The darkness seems to have a life of its own, a " "will-power unseen but felt. Cold stone, black as pitch, " "passes beneath your feet as you walk into the area. " "Columns decorated with symbols and creatures are spaced " "throughout the hall. The shadows seem to move with a " "savage and maleficent grace, fear chills you to the bone " "as you sense malevolent intelligence tempered with honor " "and fanatical loyalty. Indeed, these very traits are " "depicted in the carvings and mosaics etched into the very " "stone of this Cathedral. A massive altar, set into the " "stone heart of the hall, draws your attention subtly yet " "commandingly. From here you can see three exits leading " "into other chambers beyond this hall of worship.\n" "\n"); add_smell(({"hall", "area", "evil", "darkness"}), " The hall smells musty and old, accentuated with the " "sharper scent of spices and the sweet metallic scent of " "freshly spilt blood.\n" "\n"); add_feel(({"stone"}), " The stone of the hall is cold to the touch. You can " "actually -feel- hatred, revenge, and malevolent intent " "vibrating in the stone. The raw power of this area feels " "like an oppresive weight crushing you to the floor.\n" "\n"); add_feel(({"hatred", "revenge", "malevolent intent"}), " Overpowering emotion eminates from the very rock of " "the Cathedral. Hatred, revenge, war, destruction, and " "shockingly intelligent evil overwhelm you with a unique " "sense of dread. You sense additionally a great sense of " "honor and fanatical loyalty underlying the entire " "sensation.\n" "\n"); add_item(({"darkness", "shadow", "shadows"}), " The darkness appears very much alive and moves with " "a savage and malefic grace. It seems very threatening " "yet inviting enough to draw you in not unlike the " "hypnotic effect of something so horrifically terrible " "that you are unable to glance away. Moving and swaying, " "the darkness seems to be engaged in some sort of arcane " "dance of worship to the God of Darkness and Evil, " "Grimbrand.\n" "\n"); add_item(({"stone"}), " The stone of the hall has been constructed of " "obsidian and is as black as pitch. It seems to absorb " "all light with a voracious appetite creating an illusion " "of endlessness. It feels bitterly cold and extremely " "hard.\n" "\n"); add_item(({"columns"}), " The columns are evenly spaced forming an oval around " "the altar. Each column depicts different creatures " "chosen by Grimbrand himself as the patron idols of " "each of the seperate classes housed within the evil " "dominion. One displays the image of the Jackel, another " "that of the King Cobra, and a third has a Fer-de-Lance " "Viper, each has been inlaid into the obsidian with the " "rare metal known as Electrum.\n" "\n"); add_item(({"symbol", "symbols", "creature", "creatures"}), " The inlaid electrum in the columns seem to eminate " "a soft glow of even darker darkness as if radiated by " "pure evil. You can see a Jackel, a King Cobra, and a " "Fer-de-Lance Viper, each are depicted as foreground " "characters who are shadowed from behind by an incredibly " "powerful looking Siberian Tiger. Each of the three " "foreground animals are in various acts of wanton " "destruction and slaying.\n" "\n"); add_item(({"altar", "Altar"}), " This massive sacrifical altar is approximately waist " "high for a Duergar. It is made of what appears to be a " "solid block of pewter and has an Electrum Plaque inlaid " "on each side. The altar is fashioned in the same form " "as what you might expect a vivisectionist to require on " "his operating table. The edges of the altar are " "recessed in such a manner to allow the blood from the " "sacrifice to drain away down into the central depths of " "this altar. The altar itself seems to emit a low " "humming sound and when you touch it the humming stops.\n" "\n"); add_item(({"plaque", "Plaque", "electrum plaque", "Electrum Plaque"}), " As you look at the plaque you hear a very deep voice " "echo within your head, saying:\n\n" " The raising service here requires the following:\n\n" " You must _open_ an account.\n" " You must _deposit_ money, of which a 10% tithing\n" " will be extracted.\n" " You may check the amount in your account by typing\n" " _balance_.\n" " To raise yourself type _raise me_.\n" " To raise a friend type _raise <ghost>_.\n\n" " The service charge for a Raising is 1 Platinum Coin " "for each experience level of the Mortal being raised.\n" "\n"); add_exit("up", "/d/bf/banefall/dendall/guilds/cguild.c", "corridor"); } void init() { ::init(); add_action("do_heal", "heal"); } int do_heal() { int Dark = (int)this_player()->query_value(); switch((int)this_player()->query_level()) { case 0..5: if(Dark >= 1000) { this_player()->pay_money((int)MONEY_HAND->create_money_array(1000)); this_player()->adjust_hp(20); write_file("/w/grimbrand/mythos/HEAL", this_player()->query_short()+ " paid for healing on "+ ctime(time())+" in the Cathedral.\n"); write("\n Darkness enters your body and you feel your " "wounds closing.\n\n"); say("\n A tendril of darkness from the room touches "+ this_player()->query_cap_name()+"'s wounds and "+ this_player()->query_pronoun()+" begins to heal!\n" "\n", ({ this_player() })); return (1); break; } else { write("\n You are too destitue to pay for healing.\n\n"); return (1); } case 6..10: if(Dark >= 2000) { this_player()->pay_money((int)MONEY_HAND->create_money_array(2000)); this_player()->adjust_hp(20); write_file("/w/grimbrand/mythos/HEAL", this_player()->query_short()+ " paid for healing on "+ ctime(time())+" in the Cathedral.\n"); write("\n Darkness enters your body and you feel your " "wounds closing.\n\n"); say("\n A tendril of darkness from the room touches "+ this_player()->query_cap_name()+"'s wounds and "+ this_player()->query_pronoun()+" begins to heal!\n" "\n", ({ this_player() })); return (1); break; } case 11..1000: if(Dark >= 4000) { this_player()->pay_money((int)MONEY_HAND->create_money_array(4000)); this_player()->adjust_hp(20); write_file("/w/grimbrand/mythos/HEAL", this_player()->query_short()+ " paid for healing on "+ ctime(time())+" in the Cathedral." "\n"); write("\n Darkness enters your body and you feel your wounds " "closing.\n\n"); say("\n A tendril of darkness from the room touches "+ this_player()->query_cap_name()+"'s wounds and "+ this_player()->query_pronoun()+" begins to heal!\n" "\n", ({ this_player() })); return (1); } else { write("\n You are too destitute to pay for healing.\n\n"); return (1); break; } } }