#include <mudlib.h> inherit ROOM; status enter(string str); void reset(status arg) { int i; object obj; if(!present("knife")) { move_object(clone_object("room/city/obj/knife"),this_object()); } if(!present("lizard")) { for(i=0; i<4; i++) { obj = clone_object(MONSTER); obj -> set_name("lizard"); obj -> set_short("A frilled neck lizard"); obj -> set_long( "It is a small, but long lizard with a frill of skin \n"+ "around its neck. When it gets excited, or tries to \n"+ "fend off preditors, its frill makes it look much larger.\n"); obj -> set_level(1); obj -> set_hp(40 + random(10)); obj -> set_gender(1); obj -> set_race("reptile"); obj -> set_wc(5); obj -> set_ac(3); obj -> load_chat(5,({ "Lizard hisses at you.\n", "Lizard flares up its frills.\n", "Lizard scurries around the bank of the billabong.\n", "Lizard sniffs at you.\n", "Lizard scurries around the campfire.\n", })); obj -> load_a_chat(5,({ "Lizard growls at you.\n", "Lizard hisses meanicingly at you.\n", "Lizard flares up its frills.\n", })); obj -> set_attack_msg(({ "scrapes", "lightly with his claws", "scrapes", "with his claws", "gnaws", "with his teeth", "strikes", "with his tail", "lashes", "with his claws", "bashes", "hard with its tail", "scrapes", "hard with its claws", })); move_object(obj, this_object()); } } if(arg) return; set_short("the city garden"); set_long( "A coolibah tree stands tall, guarding the gentle waters of a \n"+ "of a billabong in the centre of this clearing. The cobblestone \n"+ "path winds around its edges, spreading in all directions. The \n"+ "bank of the billabong bears many tracks. There is also the sign\n"+ "of a fresh campfire. Perhaps someone has been here before you?\n"); set_day_desc( "The sunlight beams down on you from on high, peeking through the \n"+ "white fluffy clouds.\n"); set_night_desc( "The moon stares down at you as dark sinister clouds pass by.\n"); set_listen("You think you hear someone singing...\n"); set_smell("The air is full of eucalyptus\n"); set_items(({ "campfire#fire", "Someone has been boiling some billy tea here and there \n"+ "is a sign of a scuffle here; horses and a few soldiers", "coolibah tree#tree", "The bark is redish in colour, while underneath, as some of the \n"+ "bark peals off, the wood is a grey white, similar to the ghost \n"+ "gum near the garden gates. Its wide spreading arms are perfect \n"+ "for shade", "billabong#water", "The billabong is a small natural lake. Perhaps you could go \n"+ "for a quick swim in its quiet waters", "bank", "The bank bears some tracks", "tracks", "They seem to be of a large creature, possisbly a reptile. You \n"+ "also notice the traks of several soldiers boots and horses", })); set_day_items(({ "sunlight#sun#light", "Do you want to go blind?", "cloud#clouds", "They are white and fluffy. One reminds you of a big kangaroo", })); set_night_items(({ "moon", "A white barron moon", "cloud#clouds", "They look dark and sinister...and very spooky", })); set_exits(({ "room/city/garden/garden8", "north", "room/city/garden/garden2", "south", "room/city/garden/garden6", "east", "room/city/garden/garden4", "west", })); set_weather(1,4,0); } void init() { ::init(); add_action("enter", "enter"); add_action("enter", "swim"); } status enter(string str) { write("\nYou'll never catch me alive said he...\n\n"); /* some words to watzing matilda where he jumps into the * billabong a lesson in australian culture */ this_player()->move_player("for a swim in the billabong"+ "#room/city/garden/bbong"); return 1; }