#include "money.h"
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/cguild1.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;
}
}
}