white socks; white ankle socks; ankle socks = socks
end define
define room <inventory>
define object <swimsuit>
type <teddy>
look <a turquoise one piece swimsuit, cut flatteringly high on the leg.>
end define
end define
define room <poolside>
look <The pool area at Newtown Leisure Centre - modern and very clean _
with a very strong smell of chlorine rising from the pool itself.>
alias <pool area>
prefix <the>
place <the; locker room> {
goto <lockerroom>
}
define object <pool>
type <scenery>
look <A typical municipal full-sized swimming pool, nothing special.>
properties <notake = Just how could you do that? Don't be silly>
end define
end define
define room <lockerroom>
look <a fairly typical changing room, tall metal lockers to all sides.>
alias <locker room>
prefix <the>
out <the; foyer>
place <the; pool area> goto <poolside>
define object <locker>
type <container>
type <scenery>
type <openable>
properties <closeddesc = The lockers are uniformly tall, green painted metal boxes. __
Your locker is closed>
properties <opendesc = Your locker is like all the others, except it is open>
properties <openingdesc = The door rattles and squeaks horribly as it swings open>
properties <closingdesc = The door clangs shut>
properties <openexam = The heavy locker door hangs open on badly worn hinges>
properties <closedexam = The locker is of sturdy metal construction and old - __
not the biscuit tin like construction of more modern lockers.|nAs __
it is closed, you cannot see what's inside of it>
end define
define object <box>
type <container>
type <openable>
type <object>
alias <large red box>
look <Flippin 'eck - I forgot the LOOK tag!>
end define
define object <chair>
look <it's a red plastic stacking chair...ho hum.>
alias <plastic chair>
prefix <a red>
end define
end define
define room <box_inventory>
prefix <The box contains >
end define
define room <foyer>
description {
do <q3ext.qlb.DescribeRoomProc(Brightly lit and businesslike, the foyer of the __
Leisure Centre is unusually quiet. There is a well used noticeboard on the wall.)>
}
look <>
prefix <the>
out <the; street>
place <the; locker room> goto <lockerroom>
define object <James>
type <human>
look <The tall, fit looking James is your personal assistant.>
action <speak> msg <James just nods in agreement.>
give <bag> {
say <At least it isn't as heavy as usual!>
move <bag; james_inventory>
}
end define
define object <noticeboard>
type <scenery>
type <readable>
look <A standard cork faced noticeboard. There are several notices posted on it.>
properties <readmessage = Only one message is interesting, it reads |n|n|b__
Patrons are advised it is a CRIMINAL OFFENCE to be inadequately dressed when __
leaving the premises.|xb>
properties <readaction=yes>
action <readaction> {
do <WarningProc>
}
end define
end define
define room <james_inventory>
prefix <James is carrying >
end define
define room <street>
look <the street outside Newtown Leisure Centre, The doors of which are open __
for business.>
east <foyer>
alias <Hightown Road>
script {
if (%q3ext.qlb.topcovered% < 8) or (%q3ext.qlb.botcovered% < 16) then {
msg <|nThe Policeman marches over and grabs you.>
say <You can't walk about improperly dressed in THIS town - you are under __
arrest.>
playerlose
}
}
define object <policeman>
type <human>
properties <not container>
prefix <a>
end define
end define
define room <locker_inventory>
prefix <It contains >
define object <panties>
type <undies>
look <high on the leg style in white with lace trim.>
end define
define object <bra>
type <vest>
look <very lightweight and in white with lace trim.>
end define
define object <jeans>
type <trousers>
look <faded denim - and very fashionable they are too!>
end define
define object <T-Shirt>
type <shirt>
look <the shirt is black and has a distinctly tasteful motif.>
end define
define object <shoes>
type <shoes>
look <black size 5 slingbacks with 4" heels.>
end define
define object <socks>
type <socks>
look <little white ankle socks.>
end define
define object <skirt>
type <skirt>
look <charcoal grey pinstripe and a pencil line cut, very stylish.>
end define
define object <tights>
type <tights>
look <15 denier and in 'smoke grey'>
end define
define object <dress>
type <dress>
look <a rather nice designer creation in black.>
end define
define object <jacket>
type <jacket>
look <a classic cut jacket in charcoal grey with a pinstripe.>
end define
define object <gloves>
type <gloves>
look <soft black calfskin, very expensive.>
end define
define object <hat>
type <hat>
look <a rather 'chic' black felt hat.>
end define
define object <bag>
type <object>
type <container>
prefix <a Mystique Boutique carrier>
look <The bag is huge, a girl could put all her unworn clothes in it.>
end define
end define
define room <bag_inventory>
prefix <Currently it contains >
end define
define procedure <WarningProc>
if (#q3ext.qlb.topcovered# < 8) or (#q3ext.qlb.botcovered# < 16) then {
msg <|nJames coughs...>
say <Excuse me ma-am, but we do seem a little under-dressed for the street.>
}
end define
define procedure <setup_proc>
do <q3ext.qlb.setup>
outputoff
exec <wear swimsuit>
clear
outputon
end define
define text <intro>
This is a library test piece mainly intended to try out the layered clothing routines. It uses a female player because females can wear male style trousers, pants, shirt, jacket, socks and shoes as well as more difficult to model dresses, skirts etc. Female undergarments like tights (pantie hose) bras and teddies are also more complex. Using a female player allows all the clothing types to be tried out. This is also intended to test opening and closing containers and the effect of doing so on content visibility and takeabilty.