Merentha Website
- Overview
- About LPC Coding
- Header Files
- The Problem Sets
- Rooms
- Normal Rooms
- Monster Rooms
- Search Rooms
- Exit Rooms
- Door Rooms
- Monsters
- Normal Monster
- Random/Emote Monster
- Patrol/Talking Monster
- Skills/Interactive Monster
- Armour
- A Vest
- A Ring
- Cursed Armour
- Weapons
- Normal Staff
- Two Handed Sword
- Special Attack Weapon
- Cursed Weapon
- Talkin Weapon
- Lights
- A Match
- A Torch
- A Lantern
- Bags
- A Normal Bag
- A Backpack (wearable)
- An Expanding Bag
- Misc Objects
- A Leaf
- A Sea Shell
- A Key
- A Snowball
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// Petrarch
// a room with a locked exit.
// we change the exits around a little but still use the same basic
// room.
// NOTE: you need a "wood key" to open the door
// NOTE: notice you inherit VAULT and not ROOM
// NOTE: in this case /realms/petrarch/forest/tree.c must contain the line...
// set_door("door", "/realms/petrarch/forest/f_room2.c", "out", "wood key");
// and must also inherit VAULT instead of ROOM.
#include
inherit VAULT;
int forest_check();
void create() {
::create();
set_short("lost in a forest");
set_day_long("This section of the forest is overgrown with tall "
"trees that stretch to the sky. They block out almost "
"all sunlight from above making it rather dark as well "
"as drop the occassional leaf to the ground.");
set_night_long("The forest is nearly completely dark. Any light "
"from the moons or stars is completely blocked out from "
"the tall overhanging trees.");
set_items(([
"forest" : "The forest is thich with trees.",
"sky" : "The sky can barely be seen though the tall trees.",
"ground" : "The ground is littered with leaves and twigs from "
"the tree braches above.",
({"leaves", "leaf", "twig", "twigs", "brach", "bracnches"}):
"Leaves and twigs litter the ground.",
({"trees"}) : "The trees stretch high into the sky. One in "
"particular is very large.",
({"tree", "large tree"}): "The largest tree here must be hundreds "
"of years old. There is a giant hole in it, large enough "
"to fit though even.",
"hole":"It's large enough to enter.",
]));
set_properties(([
"light" : 1,
"night light" : 0,
]));
set_exits(([
"south" : "/realms/petrarch/forest/f_room3.c",
"north" : "/realms/petrarch/forest/f_room1.c",
"tree" : "/realms/petrarch/forest/f_room5.c",
]));
add_invis_exit("tree");
set_door("door", "/realms/petrarch/forest/tree", "tree", "wood key");
set_string("door", "open", "The wooden door on the tree creaks loudly.\n");
}
void reset() {
set_open("door", 0);
set_locked("door", 1);
"/realms/petrarch/forest/tree"->set_open("door", 0);
"/realms/petrarch/forest/tree"->set_locked("door", 1);
}
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