/* Rage */
inherit "/std/outside";
#include "path.h"
void setup()
{
set_light(65);
set_short("Mystic Street");
set_zone("pubtrack");
set_zone("town");
set_zone("friendly");
set_long("The earthen clay is dark and red. Its hues resemble the "
"the blood of your enemies. The clay is mucky and sticks to your boots. "
"The houses here seem, to withstand time herself, to display "
"the old world architects wisdom. The street continues to the "
"west and to the east.\n");
/*
add_item("house", "The houses are fashioned in a style similar to the masons "
"dVar-Nacht. The subtle hinting of depth in the carved faces "
"leads you to believe that this particular mason was a master. "
"The doorways are contained in arches. It is Roman basilica "
"in nature. Many doors line the sides of the buildings, with "
"the main entrance at the west side.\n");
*/
add_exit("east", ROOM+ "m_str1.c", "road");
add_exit("west", ROOM+ "m_str3.c", "road");
}
void init()
{
add_action("do_drowlook", "look");
::init();
}
int do_drowlook(string str)
{
if (str == "house")
{
if ((string)this_player()->query_race_name() == "drow")
{
write( "These houses are "
"are obviously of drow design. The use of spider queen motifs are"
"numerous. The style of the design is a bit misleading, it could "
"easily be mistaken for somthing less sinister than it is. "
"The secret symbols of the drow masons are obvious though. "
"The mason, and owner of the house, are powerfull enough to "
"flaunt the culture they cam from.");
return 1;
}
else /* If ((string.. */
{
write( "The houses are fashioned in a style similar to the masons "
"dVar-Nacht. The subtle hinting of depth in the carved faces "
"leads you to believe that this particular mason was a master. "
"The doorways are contained in arches. It is Roman basilica "
"in nature. many doors line the sides of the buildings, with "
"the main entrance at the west side.\n");
return 1;
} /* else if racename. */
} /* If (str= */
}