#include <mudlib.h> inherit ROOM; int nothing; void reset(status arg) { object mite; int i; nothing = 0; if(!arg) { set_short("a tree"); set_long( "You are in the attic of the tree. There is lots of old junk in this\n"+ "place. You almost choke from the dust in the room. It doesn't appear\n"+ "that anyone has been up here for years. There's no telling what lives\n"+ "up here in this dusty old place, so watch your back.\n"); set_exits(({ "room/newbie/tree3", "down", })); set_items(({ "junk", "a pile of junk, a search my find something useful", })); set_weather(2,4,3); } if(!present("mite")) { for(i = 0; i< 3; i++) { mite = clone_object(MONSTER); mite->set_name("mite"); mite->set_short("a dust mite"); mite->set_long( "A small little 6 legged bug, with small antennii.\n"); mite->set_level(1); mite->set_ac(3); mite->set_wc(5); mite->add_money(10); mite->set_race("insect"); mite->set_al(10); move_object(mite, this_object()); } } } void init() { ::init(); add_action("search", "search"); } status search(string arg) { int chance; object bts; string tmp1, tmp2; chance = random(20); if(sscanf((string)this_player()->query_race(), "%self%s",tmp1,tmp2)) chance -= 3; if(arg != "junk") { notify_fail("Search what??\n"); return 0; } if(chance > random((int)this_player()->query_intelligence())) { notify_fail("You find nothing of interest.\n"); return 0; } if(nothing == 1) { write("You search though the junk, and find nothing.\n"); say(this_player()->query_name()+" searches through the junk.\n"); return 1; } if(arg == "junk" && nothing == 0) { nothing = 1; write("You search though the junk and find an old pair of boots.\n"); say(this_player()->query_name()+" searches through the junk.\n"); bts = clone_object(ARMOUR); bts -> set_type("boots"); bts -> set_weight(5); bts -> set_ac(1); bts -> set_value(60); bts -> set_name("boots"); bts -> set_short("An old pair of boots"); bts -> set_long("They look like they have not been worn for \n"+ "a very long time, possibly decades. They have\n"+ "a small green leaf motive on the sides.\n"); move_object(bts,this_object()); return 1; } }