#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; }