Exemplo n.º 1
0
void create() {
  ::create();

  set("short", "Room");
  set("long", "Sample 7\nThe wall behind you cannot be moved from this side. "
             +"Keep on moving. The door to the north is made out of wood. It "
             +"is locked but the key hole is fused shut. You're going to have "
             +"to break it down.");

  set_exits(([ "north"  : "/wizards/pyro/doors/sample10",
              "southeast" : "/wizards/pyro/doors/sample6", ]));
  cover_exit_with_door("southeast", "pyrodoor7");
  cover_exit_with_door("north", "pyrodoor8");
  set_door_name("pyrodoor7", "wall");
  //normally you should not call this without also setting a key, but the player
  //is not supposed to be able to open this door without breaking it down
  set_locked("pyrodoor8", 1);

  //do not allow the player to mess with the southern wall
  //note: in this implementation, if the doors were to be reset, the player
  //would be trapped in this and the next room until somebody came by and opened
  //the wall from the other side. Not recommended for regular mud rooms unless
  //you make sure they have a way out.
  set_door_func("pyrodoor7", "open", (:deny_wall_action:));
  set_door_func("pyrodoor7", "close", (:deny_wall_action:));
  set_door_func("pyrodoor7", "lock", (:deny_wall_action:));
  set_door_func("pyrodoor7", "unlock", (:deny_wall_action:));

  set_door_func("pyrodoor8", "close", (:deny_door_broken:), "broken");
}
Exemplo n.º 2
0
void create() {
  ::create();

  set("short", "Room");
  set("long", "Sample 4\nThe door to the west is being blocked by a "
             +"door and a gate. There are two holes in the ceiling, "
             +"a ladder leads up to one of them, but it is being "
             +"covered by a manhole. The other one is uncovered.");

  set_exits(([ "west" : "/wizards/pyro/doors/sample3",
               "up"   : "/wizards/pyro/doors/sample5" ]));
  cover_exit_with_door("west", "pyrodoor3");
  cover_exit_with_door("west", "pyrodoor4");
  cover_exit_with_door("up", "pyrodoor5");
  set_door_name("pyrodoor5", "manhole");
  //only one of the rooms has to have the name sets in it, but I put it in both just to be sure.
  //even though nobody should ever encounter this room first, you never know.
  set_door_name("pyrodoor4", "gate");
}