#include <std.h> inherit ROOM; void create() { ::create(); set_smell("default", "You nearly pass out from the stench of the place."); set_smell("piles", "They smell of rotten elf food."); set_smell("food", (: this_object(), "smell_food" :)); set_property("light", 3); set_short( "Praxis dump"); set_long( "The waste of an entire town accumulates here at the Praxis dump. " "All around you are mounds upon mounds of trash and other stinking " "unidentifiable things. A small alley leads east."); set_items( (["mounds" : "Who knows what might be in amoung that crap?", "dump" : "The people of Praxis bring their junk here.", "trash" : "Anything and everything.", "alley" : "It leads back to Centre Path."]) ); set_exits( (["east" : "/domains/Praxis/alley2"]) ); } void reset() { ::reset(); set_search("mound", (: this_object(), "mound_searching" :)); set_search("mounds", (: this_object(), "mound_searching" :)); } void mound_searching() { message("my_action", "You found a dagger in one of the mounds of trash!", this_player()); message("other_action", (string)this_player()->query_cap_name()+ " found a dagger in one of the mounds of trash.", this_object(), ({ this_player() })); new("/domains/Praxis/obj/weapon/dagger")->move(this_object()); remove_search("mounds"); remove_search("mound"); } void smell_food(string str) { message("my_action", "You pass out from the stench of rotten elf food.", this_player()); message("other_action", (string)this_player()->query_cap_name()+ " passes out from the stench of rotten elf food.", this_object(), ({ this_player() })); this_player()->add_sp(-3); this_player()->add_hp(-3); this_player()->set_paralyzed(10, "You are too nauseated to move!"); }