#include <std.h> inherit ROOM; void create() { ::create(); set_property("light", 1); set_property("indoors", 1); set_smell_string("default", "The building smells stale and decaying."); set_listen_string("default", "The boards which make up " "the floor are creaking under your weight."); set_short( "a broken down building"); set("long", "Broken boards and rotting thatch have left this place very " "dangerous for walking. The squeaks of diseased rodents " "tell you that this place is no longer run by humanoids, but " "bits of evidence here and there suggest recent humanoid passage. " "The alley lies north of here."); set_items( (["board" : "It is rotting from exposure to the weather.", "boards" : "You do not want to rely on them for support.", "thatch" : "It once formed the roof of the building, but no more.", "roof" : "A patchwork of rotting thatch.", "evidence" : "Dust left unsettled.", "dust" : "It looks like it has not been very long settled in places.", "foo" : "What do you mean by foo?"]) ); set_exits( (["north" : "/d/Praxis/alley2"]) ); } void reset() { object rat; ::reset(); if(!present("rat")) { rat = new("std/monster"); rat->set_name("rat"); rat->set_id( ({ "rat", "filthy rat", "a filthy rat" }) ); rat->set_level(1); rat->set("short", "A filthy rat"); rat->set("long", "A disgusting little rodent."); rat->set("race", "rodent"); rat->set_body_type("quadruped"); rat->set_money("silver", random(10)); rat->set_hp(60+random(10)); rat->set_alignment(-1); rat->move(this_object()); } if(!present("torch")) new("std/obj/torch")->move(this_object()); }