/* New workroom.c for newbie immortals. Same basic functions * as the old one, but isn't going to force the entire mudlib * down your throat in comments. * * Radix : September 27, 1995 */ inherit "/std/room.c"; // inherit the file "/std/outside.c" if you want clouds and such. string CREATOR = "foo"; void setup() { set_short(CREATOR+"'s workroom"); set_long("\nWorkroom of "+CREATOR+".\n\n" " The workroom you find yourself standing in has a new layer " "of paint. A normal assortment of dusty furniture is " "arranged around the room. The most important being the " "large desk and old chair against the far wall facing you. " "Hanging from the ceiling, a small lamp gives ample light for " "the room. With some consideration, you decide the room " "is in need of cleaning. " "\n\n"); // sets the level of light in the room. "help light" for details set_light(80); //add_item() is used to describe ALL nouns you have in descriptions add_item("workroom","The workroom surrounds you with the smell " "of a fresh coat of paint. The walls glisten in the light.\n"); add_item("wall","All four walls are white frshly coated with " "paint.\n"); add_item("paint","The entire room has been painted with a new "+ "coat of paint. The paint upon the walls reflects light from " "lamp hanging from the center of the room.\n"); // you can also give many items the same description add_item(({"furniture","desk","chair"}),"Facing you against " "the far wall, a large desk and chair are set. The desk and "+ "chair have a large layer of dust covering their entire " "surface. The chair has nearly worn through and perhaps " "is in need of repair.\n"); add_item(({"ceiling","lamp","small lamp"}), "Hanging from the center of the room's ceiling, a small " "oil lamp burns continuously emitting ample lighting for " "for the room.\n"); //SENSES by Sojan. This adds even more life to your rooms add_smell(({"room","workroom","air"}),"Here we put what the " "player would get when they typed 'smell room' They should " "smell the paint in the air of course.\n"); add_feel("desk","Here we would put what the player would " "get when they typed 'touch desk'\n"); add_taste("paint","You lick the paint from the wall and soon " "realize this was a major mistake... get this by typing " "'taste paint'\n"); add_sound(({"room","workroom"}),"You hear a rumbling noise "+ "coming from above. Get this by typing 'listen room'\n"); //Remember, when describing your future rooms, always describe //everything as richly as possible (not half-baked like these) //The following is used to "clone" objects into rooms. //These objects can range from NPCs and monsters to weapons. //A seperate file (much like this workroom) will be required //so we use the function add_clone to bring them into your rooms. add_clone("/obj/misc/button.c",1); //Here are the exits from your room //add_exit(direction, destination, type) //direction - What they must type to leave that direction //destination - The room they will be moved to //type - The exit type, can be "path","corridor","door"... //Read /doc/roomgen/exit_type_help for more info. add_exit("common","/w/common","door"); add_exit("entryroom","/room/entryroom.c","door"); //This is something neat, adds an exit IN the common to this room. "/w/common.c"->add_exit( CREATOR,"/w/"+CREATOR+"/workroom","door"); } // This ends the basic workroom. // For a workroom with added features such as add_action()'s // look at workroom2.c // This should be in your work directory as well...