/* this is the second template room, introducing 'items'-- bil */
/* I will not discuss what has already been discussed...revise the older
* rooms if you have problems.
*/
#include "path.h"
inherit "/std/room";
void setup()
{
set_short("second simple room");
set_long("This is the second example room. It introduces items, and " +
"aliasing - again use 'more here' to look at it. Over by the " +
"north wall you can see a table.\n");
set_light(90); /* another brightly lit room */
/* >> Items <<
* Items grew out of people moaning that they could see a 'table' in the
* long description, yet 'examine table' declared there was no such thing!
* So now they can. The first argument refers to the thing the player
* must examine to see the second argument printed out.
* eg you can 'examine table' to see "The table is...etc"
* In general follow the guidelines for set_long(), except an item
* should be much shorter, 1/2 to 2 lines...remember these are minor
* things and we only have finite memory resourses.
*/
add_item("table",
"The table is one step away from being firewood. Upon it rests " +
"a blotter.\n");
/* if you want more than one way to examine an item, use an array of
* strings in the first argument - see 'help array' if this confuses you.
* eg. 'examine north wall' and 'examine wall' both tell the player
* "It is very...etc"
*/
add_item( ({ "north wall", "wall" }),
"It is very flat and is holding up rather a ricketty table.\n");
/* you can add items to things referenced in other items...clever huh!
* but don't go mad - don't add a blots item unless they are *important*
* otherwise it will get silly.
*/
add_item("blotter",
"It is covered in random ink blots.\n");
/* >> Exits <<
* Nothing new here - back to the first example and onwards...
*/
add_exit("west", ROOM + "exa1", "door");
add_exit("east", ROOM + "exa3", "door");
set_zone("examples");
}