/* Do not remove the headers from this file! see /USAGE for more info. */ inherit INDOOR_ROOM; void setup() { set_area("wiz_area"); set_brief("Grand Hall"); set_long("The Grand Hall, the meeting place for Lima Wizards, is a large " "room with polished wooden floorboards, and rough hewn beams " "overhead. A narrow flight of stairs lead upwards, their top " "splashed by flickering blue light, while an equally narrow " "flight leads downwards into the gloom. Two rocky passages leave " "the room. The northwest one is warm and sulfurous, while the " "air wafting from the south passage smells as though something " "had recently died there. For some bizarre reason, there is an " "elevator door off to the west.\n\n" "A low doorway in the east wall allows access to the example " "room, a glowing portal in the north wall leads to the mortal " "start area, and to the northeast is the quiet room, the door of " "which is currently $oak_door. $lamp"); set_state_description( "oak_door_off", "closed"); set_state_description( "oak_door_on", "open"); set_state_description( "lamp_on", "The lamp beside the elevator is lit."); set_exits( ([ "east" : "Example_Room1", "south" : "Monster_Room", "northwest" : "Lava_Room", ]) ); set_objects( ([ STAIRS : ({ "Attic", "Shop" }), "large_oak_door" : ({ "northeast", "Quiet_Room" }), "portal" : ({ "/domains/std/rooms/beach/Sandy_Beach" }), "2.4.5/obj/elevator_door" : ({ "west", "/domains/std/2.4.5/elevator" }), "2.4.5/obj/elevator_call_button.scr" : ({ "lima" }), "greeter" : 1, "map" : 1, ]) ); set_default_error("Walking through walls is painful. Try a more pleasant " "direction.\n"); set_exit_msg( "east", ({ "$N $vwomble east.", "$N $vfritter away." })); set_enter_msg( "east", ({ "$N $venter from the zoo.", "$N $vdecide to pop in for a visit." }) ); } void do_listen() { write ("This is an example sound. Only you are getting this msg, so " "I guess you're hearing voices.\n"); } void arrived() { if (query_state("lamp")) tell_from_inside(this_object(), "The lamp on the button beside the elevator goes out.\n"); clear_room_state("lamp"); }