#include <std.h>
inherit ROOM;
void create() {
::create();
set_property("light", 0);
set_property("indoors", 1);
set_property("no teleport", 1);
set_short( "A dark tunnel under the mountains");
set_long(
"There is a weak light coming from up this descending tunnel, "
"but it is not enough to illuminate this passage. Chambers "
"branch off of the main tunnel east and west.");
set_items(
(["light" : "What light?",
"tunnel" : "It is very dark.",
"chamber" : "You cannot see it very well.",
"chambers" : "There is one east, and one west, but you "
"cannot make out anything in them."]) );
set_exits(
(["east" : "/domains/Praxis/mountains/chamber1",
"west" : "/domains/Praxis/mountains/chamber2",
"down" : "/domains/Praxis/mountains/tunnel2",
"up" : "/domains/Praxis/mountains/entrance"]) );
}
void reset() {
object arm, mon;
::reset();
if(!present("goblin")) {
mon = new(MONSTER);
mon->set_name("goblin");
mon->set_id( ({ "guard", "goblin", "goblin guard" }) );
mon->set_level(4);
mon->set_short( "Goblin guard");
mon->set_long( "An ugly monster who has likely never seen "
"the light of day.");
mon->set_race( "goblin");
mon->set_stats("strength", 5);
mon->set_aggressive( 10);
mon->set_languages( ({ "goeblesque" }) );
mon->set_speech(10, "goeblesque",
({ "Get the hell out of here, asshole!", "You will never get that "
"damn crystal ball!", "I will freaking kill you!"}), 0);
mon->set_speech(20, "goeblesque", ({ "You are dead!",
"Shouldn't have picked a fight with me!", "I will body slam you!",
"%&$*!head!" }), 1);
mon->set_alignment(-120);
mon->set_hp(400);
mon->set_gender("male");
mon->set_body_type("human");
mon->move(this_object());
arm = new(ARMOUR);
arm->set_name("chainmail");
arm->set_id( ({ "chainmail", "suit of chainmail", "suit" }) );
arm->set_short( "A suit of chainmail");
arm->set_long( "A rusty old suit of chainmail.");
arm->set_type("body armour");
arm->set_limbs( ({ "torso", "left arm", "left leg", "right arm", "right leg" }) );
arm->set_ac(5);
arm->set_mass(900);
arm->set_value(100);
arm->move(mon);
mon->force_me("wear suit");
}
}
int receive_objects() {
if((int)previous_object()->query_level() > 10) {
message("my_action", "A magic force prevents you from going "
"further into the mountain.", this_player());
return 0;
}
return 1;
}