// The cemetery, where ghosts come to be returned to life. // Due to TMI's strict non-sectarian policy (and, probably, the fact that // so many of the coders are from California) revival takes place in the // cemetary rather than in a church or what-have-you. You can change it if // you feel you must... // Mobydick@TMI-2, 9-3-92 #include <mudlib.h> inherit ROOM ; inherit DOORS ; void create () { object obj ; ::create(); set_outside("Fooland") ; set("light",1); set ("short", "A small cemetery in Footown") ; set ("long", "You are in a quiet cemetery. A statue of a long-dead adventurer is\n"+ "standing here. It is said that if ghosts came to the statue and\n"+ "prayed, they might be brought back to life.\n"+ "A dark building stands to the south.\n") ; set ("exits", ([ "west" : "/d/Fooland/square", "south" : "/d/Fooland/thief_guild" ]) ) ; set ("item_desc", ([ "statue" : "It is a statue of Brutal, a level 19 adventurer who was killed by\n"+ "an orc when he was 50 points away from making wizard. He prayed\n"+ "and prayed, but he never made wizard.\n" ]) ) ; create_door ("south", "north", "An iron door with a narrow slit", "locked", "silver_key") ; seteuid(getuid()) ; obj = clone_object("/obj/magic_scroll") ; obj->set_spell("heal") ; obj->move(this_object()) ; } void init() { add_action("revive_player","pray") ; } int revive_player() { int i ; mapping skills ; string *names ; if (!this_player()->query("ghost")) { notify_fail ("You don't appear to need that.\n") ; return 0 ; } this_player()->revive() ; return 1; }