/* This is a basic room! Written by Drakkos. 29/09/2000 */ #include "path.h" inherit "/std/room"; void setup() { set_short("blobby lair"); set_long("This is where the grey blob lives. All around lie " "frogs, and wombles, and strange oozy things. It's a " "very nice lair, as lairs go.\n"); add_property("determinate", "a "); set_light(50); add_item(({"frog", "pinkfish", "toad"}),({"long", "The frogs are very " "nice. Very froggy.", "position", "one of the poor leetle " "frogs."})); add_item(({"womble", "uncle bulgaria"}),({"long", "It's Uncle " "Bulgaria!", "pet", "You pet Uncle Bulgaria. He growls and " "chews the nails off your hand.\n", "snuggle", "Uncle Bulgaria gnaws " "on your teeth.\n"})); add_item("strange oozy things", "Ewww!"); add_zone("my rooms"); add_sign("This is a nice sign.\n", "Do Notte Feed Thee Blob!", "nice sign", "sign", "common"); room_chat(({120,240,({ "A thick blob of goo oozes over one of the frogs.", "The womble bings quietly.", "The frogs ribbit in abstract contemplation.", })})); add_exit("east", PATH + "advanced_room_1", "road"); } void reset() { call_out("after_reset", 3); } void after_reset() { object ob = find_object (PATH + "simple_npc"); // if(!ob) will return true if ob is 0... in other words, it // didn't find an object with find_object(). if(!ob) { // There's no object with that filename loaded, so we load it // and then move it into this_object()... which in the case of // this example, is the room we just coded. ob=load_object(PATH + "simple_npc"); // For information on how the move() function works, you // can check out 'help move'. But briefly, the first argument // is where the object is to be moved to... the second is the // message that objects in the destination get when the object // enters. $N will be replaced with the short of the object. // 'appear$s' is a pluralisation code... it will change to // 'appear' when more than one object enters at the same time, // and 'appears' when only one enters. ob->move(this_object(), "$N appear$s with a wet squelch.\n"); } // if(!environment(ob)) will return true if ob returns 0 for // environment... in other words, it's loaded, but located in // null-space. else if(!environment(ob)) { ob->move(this_object(), "$N appear$s with a wet squelch.\n"); } }