Object break_room "Break Room"
with description
- "Your standard break room. A fridge, and a long counter
- take up one wall. East is the outside world and west is
- the hallway to the server room.",
+ "This break room is a calm, quiet and peaceful for people
+ to unwind and eat. Well kept and organized, the area is
+ clean and inviting. A large television is mounted to one
+ of the walls, next to a refrigerator. Even though no
+ one's around the smell of a pleasant coffee blend still
+ hangs in the air. A cool-looking counter and white couch
+ take up another wall. The remaining walls have posters of
+ various sports teams of the previous four years. East is
+ the outside world and west is the hallway to the server
+ room.",
w_to hallway,
e_to
"You take one look outside and think better of it. The
Object counter "long counter" break_room
with description
- "A long counter. You can't quite determine the color,
- it's somewhere between green and brown. On the counter is
- a microwave.",
+ "It's a beautiful, stylish, and high-quality solid wood
+ counter that runs the length of the wall. You can't quite
+ determine the color of the sleek countertop, it's
+ somewhere between green and brown. The design on the
+ countertop consists of geometric patterns. It seems a
+ sturdy, durable, and solid counter.",
name 'counter',
has static supporter scenery;
like a real workhorse. It's compact, quiet, and works
great.",
name 'microwave' 'micro',
- has container openable scenery;
+ has container openable;
Object table "table" break_room
with description "It's a table. Were you expecting something else?",
back to the break room, north to the server room, or
west to the restrooms.",
e_to break_room,
- n_to server_room,
- w_to
- "When nature calls, you'll know about it, but right now,
- it isn't calling.",
- before [;
- Go:
- if (noun == n_obj) {
- print
- "^^You use your key card to open the server room
- door and step into your world.^";
- }
- ],
+ n_to
+ "You use your key card to open the server room door but
+ instead of a beep of approval and an unlocked door you
+ get a buzz of denial and the door remains locked. Plus:
+ Through the window in the door you can see someone moving
+ around inside but there shouldn't be anyone else here
+ today.",
+ w_to restroom,
+ has light;
+
+Object restroom "Restroom"
+ with description
+ "This average-sized, square restroom has a sink set into a
+ resin counter. The floor is tiled, the ceiling has
+ removable tiles, and the walls are painted with a
+ wallpapered dado. Light is provided by ceiling lights. The
+ room is done in colors that remind you of the sky and
+ overall looks very eclectic.",
+ e_to hallway,
has light;
Object server_room "Server Room"