#include <lib.h> inherit LIB_ROOM; int PreExit(){ if(this_player()->GetLevel() > MAX_NEWBIE_LEVEL && !creatorp(this_player()) && !present("testchar badge",this_player())){ if(present("gate guard",this_object())){ present("gate guard",this_object())->eventForce("say You're too big to slip by me now. You're not going to the mansion any more."); } else { tell_object(this_player(),"A reality distortion forms around you as you try to go south, and you wind up where you started."); } return 0; } if(present("gate guard",this_object())){ tell_object(this_player(),"You are such a newbie that the gate guard doesn't even notice you slip by him."); tell_room(this_object(),this_player()->GetName()+" sneaks past the gate guard.",({ this_player() }) ); } return 1; } static void create() { room::create(); SetClimate("outdoors"); SetAmbientLight(30); SetShort("Mansion Gate"); SetLong("You are standing just north of the gate to a large, "+ "beautiful mansion, which stands to the south. The "+ "Corinthian capitals on the front pillars bespeak "+ "of the wealth and importance of the person who "+ "lives here. Lush ivy wraps around the gate and the "+ "brick wall surrounding the estate."); SetItems( ([ "gate" : "A handsome, wrought-iron entry control point.", ({"estate", "mansion"}) : "The grounds of a mansion are to the south.", ({"capital","capitals","corinthian capital","corinthian capitals"}) : "These are the headpieces of the pillars supporting the " "mansion's front overhang. The beautifully detailed " "carvings of encanthus leaves distinguish them as " "Corinthian.", ({"overhang","front overhang"}) : "A fancy and unnecessary " "structure in front of the mansion supported by " "columns.", ({"pillar","pillars","column","columns"}) : "Load-bearing " "structures supporting the mansion's front overhang.", ({"ivy","lush ivy"}) : "Vines of the ivy plant run " "over and along the walls and gate, so thickly that " "they nearly obscure them.", ({"wall","walls"}) : "Architectural features which prevent " "casual entry. They are made of brick and appear old " "and strong.", ]) ); SetInventory(([ "/domains/town/npc/mp" : 1, ])); SetExits( ([ "north" : "/domains/town/room/road1", ]) ); AddExit("south", "/domains/town/room/mansion_ext", (: PreExit :)); SetProperty("no attack", 1); } void init(){ ::init(); }