Example #1
0
void create() {

  object otherroom;

  set_server(SERVER);
  ::create();
    set_exits( ([
"north" : BLUE "a44",
"east" : BLUE "a35",
"south" : BLUE "a21",
"west" : BLUE "a33",
"northeast" : BLUE "a45",
"southeast" : BLUE "a22",
"southwest" : BLUE "a20",
"northwest" : BLUE "a43",
    ]) );

  set_no_clean(1);
  if(random(2) == 0)
    otherroom = load_object(BLUE "b16");
  else
    otherroom = load_object(BLUE "c13");
  add_exit(base_name(otherroom), "dive");
    add_invis_exit("dive");
  otherroom->set_no_clean(1);
  otherroom->add_exit(base_name(this_object()), "dive");

}
Example #2
0
void create() {
 ::create();
   set_no_clean(1);
   if (!going) {
      going = 1;
      call_out("start_thunder",TIME);
    }
}
Example #3
0
File: ogre85.c Project: ehershey/pd
void create() {
    ::create();
    set_no_clean(1);
    set_properties( (["indoors": 1, "light": 2, "mountain": 1, "no teleport": 1 ]) );
    set_short("Ogre Caves");
    set_items(([ "crystals" : "Natural formations that are translucent and multifaceted.",
    "shadows" : "They spread out from every rock and crevice.",
    ({"water","pool"}) : "Water that drips and collects in the cave.",
    "stalagmites" : "Sharp extensions of rock that stick up from the ground.",
    "stalactites" : "Sharp outcroppings of rock that hang from the ceiling.",
    "dust" : "Sparkling gold colored dust that lies on the rocks here.",
    "icicles" : "Long, sharp drippings that have slowly frozen into stalactite shape.",
Example #4
0
void create() {
  object otherroom;
  set_server(SERVER);
  ::create();
    set_exits( ([
"west" : WHITE "a17",
    ]) );
  set_no_clean(1);
  if(random(2) == 0)
    otherroom = load_object(WHITE "b10");
  else
    otherroom = load_object(WHITE "b2");
  add_exit(base_name(otherroom), "north");
  otherroom->set_no_clean(1);
  otherroom->add_exit(base_name(this_object()), "south");
}
Example #5
0
void create() {
  object otherroom;
  set_server(SERVER);
  ::create();
    set_exits( ([
"east" : WHITE "h8",
    ]) );
  set_no_clean(1);
  if(random(2) == 0)
    otherroom = load_object(WHITE "i6");
  else
    otherroom = load_object(WHITE "i18");
  add_exit(base_name(otherroom), "west");
  otherroom->set_no_clean(1);
  otherroom->add_exit(base_name(this_object()), "east");
}
Example #6
0
void create() {

  object otherroom;

  set_server(SERVER);
  ::create();
    set_exits( ([
"northwest" : RED "a47",
    ]) );

  set_no_clean(1);
  if(random(2) == 0)
    otherroom = load_object(RED "c66");
  else
    otherroom = load_object(RED "d21");
  add_exit(base_name(otherroom), "west");
  otherroom->set_no_clean(1);
  otherroom->add_exit(base_name(this_object()), "east");
}
Example #7
0
void create() { 
  
  object otherroom;
  set_server(SERVER);
  ::create();
    set_exits( ([
"south" : FOR "a51",
"northeast" : BLACK "black",
"southwest" : RED "a15",
"southeast" : BLUE "a23",
    ]) );
  set_no_clean(1);
  if(random(2) == 0)
    otherroom = load_object(WHITE "a");
  else
    otherroom = load_object(WHITE "a10");
  add_exit(base_name(otherroom), "northwest");
  otherroom->set_no_clean(1);
  otherroom->add_exit(base_name(this_object()), "southeast");
}
Example #8
0
void create() {
    ::create();
    set_short("A long corridor");
    set_long("A long rectangular corridor stretches out north to south, constructed of grey stone bricks packed together with grey mortar. Clumps of mold dot the floor, walls and ceiling here, although their growth appears to be hampered by the lack of light. The corridor is perfectly straight with little apparent purpose and the end is impossible to see. A shimmering field appears to be blocking the exit to the north. There is writing engraved on the wall here.");
    set_smell("default", "It smells musty and dank here.");
    set_listen("default", "There are no sounds here.");

    set_no_clean(1);

    set_properties(([
	"light" : 1,
	"night light" : 0,
	"no teleport" : 1,
	"indoors" : 1,
	"outdoors" : 0,
	"no_clean" : 1,
	"no clean" : 1,
      ]));

    if (random==0)
    {
	set_items((["writing" : " The moment you break me I am instantly fixed, \n Waiting to be broken again. \n More effort it will take to break me once more, \n Although many will try. \n What am I?",]));
	answer = "record";
    }
Example #9
0
void create() {
    ::create();
    set_short("A long corridor");
    set_long("A long rectangular corridor stretches out north to south, constructed of grey stone bricks packed together with grey mortar. Clumps of mold dot the floor, walls and ceiling here, although their growth appears to be hampered by the lack of light. The corridor is perfectly straight with little apparent purpose and the end is impossible to see. A shimmering field appears to be blocking the exit to the north. There is writing engraved on the wall here.");
    set_smell("default", "It smells musty and dank here.");
    set_listen("default", "There are no sounds here.");

    set_no_clean(1);

    set_properties(([
	"light" : 1,
	"night light" : 0,
	"no teleport" : 1,
	"indoors" : 1,
	"outdoors" : 0,
	"no_clean" : 1,
	"no clean" : 1,
      ]));

    if (random==0)
    {
	set_items((["writing" : " A window I am, \n A lamp too, \n Maybe dark, \n Maybe clear, \n I live in white, \n I speak volumes, \n But no words will I say. \n What am I? \n",]));
	answer = "eye";
    }
Example #10
0
 set_die( (: zombie_die() :) );
 set_no_clean(1);
}