void create_object(void) { set_short("Captain Hilary Rosen",1); set_long("Hilary is the captain of the Riaa. She rules it with an " + "iron hand. She has made it her mission in life to end piracy " + "and protect the bards who trust the Riaa to distribute " + "their goods around the world. She's not doing very well " + "at this particular moment.\n"); set_name("hilary"); add_id("captain"); //Added by Angelwings add_id("captain hilary"); add_id("captain hilary rosen"); add_id("hilary rosen"); set_level(2); set_race("human"); set_hp(80 + random(25)); set_al(0); add_money(100 + random(20)); set_gender(2); set_skill("combat",20 + random(10)); make(PCWEAPON + "sword"); make(PCARMOUR + "leather_armour"); init_command("wield sword"); init_command("wear armour"); load_chat(10,({ "Hilary says: Sign on to my crew and I'll make you rich and famous.\n", "Hilary says: All I do, I do for the bards.\n", }));
void create_object(void) { set_name("sail"); add_id("gaff sail"); add_id("_pirate_quest_gaff_sail_"); set_short("A gaff sail"); set_long("A sail with four corners and four edges.\n"); set_weight(4); set_value(75); add_lore("Schooners are usually rigged with gaff sails, and most " + "square rigged vessels have a gaff sail on their aft mast " + "called the spanker. Above the gaff is often rigged a " + "triangular sail called a gaff topsail.\n",5); add_lore("A gaff sail is a fore-and-aft sail with four corners and " + "four edges. The lowest edge is called the foot and is " + "attached to a horizontal spar called a boom. The vertical " + "edge that is attached to the mast is called the luff. The " + "upper edge is called the head and is attached to a spar " + "called a gaff. The remaining edge is the leech. The corner " + "between the luff and the head is called the throat, between " + "the head and the leech is the peak, between the leech and " + "the foot is the clew, and the remaining corner is called " + "the tack.\n",10); set_material("canvas"); //Angelwings }
void create_object(void) { set_name("andalf"); add_id("fisherman"); add_id("man"); set_short("Andalf the Fisherman, sitting on a bench"); set_level(4); set_hp(150); set_wc(5); set_new_ac(10); set_skill("combat",30); set_skill("unarmed",30); set_al(20); set_gender(1); set_race("human"); set_long("This is Andalf the old fisherman of Newbie Island. He looks "+ "just as old and grumpy as every other fisherman you will come "+ "across in the kingdoms. He sure looks as if he could tell some "+ "tales about fishing, though. Perhaps if you asked him about "+ "fishing, he would tell you a fish tale?\n"); load_chat(5,({"Andalf grumbles: Damn I'm sick of this island.\n", "Andalf grumbles: The most important thing for a fisherman "+ "is the ability to tell a damn fish tale.\n", "Andalf grumbles something incomprehensible.\n", "Andalf grumbles: You can raise yer damn lore skill here.\n" }));
void create_object(void) { set_short("Dithe the pirate shopkeeper",1); set_long("Dithe is a drunken slob of a shopkeeper. You feel your " + "trading skill increase every time he stumbles or bumps " + "into a shelf as he tries to move around his shop.\n"); set_name("dithe"); add_id("man"); add_id("shopkeeper"); add_id("dithe the shopkeeper"); set_level(2); set_race("human"); set_hp(80); set_al(0); set_gender(1); set_wc(1); set_ac(0); add_money(200); load_chat(1,({ "Dithe stumbles.\n", "Dithe bumps into a shelf.\n", "Dithe takes a small bottle from a pocket and drinks " + "from it when he thinks you're not looking.\n", "Dithe mumbles something incomprehensible.\n" }));
void create_object(void) { set_short("Ferdirand Bumbleroot",1); set_long("Ferdirand Bumbleroot is a hobbit who operates the farm " + "that provides Hazeldown with most of the town's food. As " + "the major provider of such things, he's held in high regard " + "in the town. It is well deserved since he's good at what he " + "does. However, he currently has a problem with his farm. " + "Maybe he'd tell you about it if you would let him know " + "you're willing to <help> him with it?\n"); set_name("ferdirand"); add_id("ferdirand bumbleroot"); add_id("hobbit"); add_id("farmer"); set_level(4); set_race("hobbit"); set_al(300); add_money(100 + random(20)); set_gender(1); load_chat(5,({ "Ferdirand ponders deeply.\n", "Ferdirand mumbles: Everything must be perfect before Weeangel " + "gets here.\n", "Ferdirand says: Those damn crows...\n", "Ferdirand scratches his head.\n" }));
void create_object(void) { set_name("stone troll"); add_id("troll"); add_id("statue"); set_short("A stone troll"); set_weight(35); set_value(250); set_material("stone"); set_alarm(300.0,0.0,"crumble"); }
void create_object(void) { set_name("alepotion"); add_id("potion"); add_id("medicine"); set_short("Alepotion"); set_long("A potion made from ale. You feel a bit sceptical about the " + "healing powers of ale but if the apothekary says it works...\n"); set_value(20); set_weight(1); set_strength(25); set_eater_mess("You drink the alepotion and feel a bit better.\n"); set_eating_mess(" drinks the alepotion and seems to regain strength.\n"); }
void create_object(void) { set_name("shortsword"); add_id("sword"); add_id("darkling shortsword"); set_short("a darkling shortsword"); set_long("A well made short sword with a small steel plate engraved " + "with a mark of a black dragon on it's pommel.\n"); set_value(10); set_weight(2); set_type("shortblade"); set_class(12); set_material("steel"); set_property("average"); }
void create_object(void) { ::create_object(); set_name("keeper"); add_id("dungeon keeper"); set_short("a dungeon keeper"); set_long("One of the darklings serving in the dungeons of the castle. " + "He looks human, but has pale skin and long, black hair. Long, " + "He has two long, protruding teeth in his lower jaw. He " + "observes you coldy with his small, black, pupilless eyes.\n"); set_level(14); set_unarmed(0); set_db(3); set_hp(210); set_skill("combat",85); set_skill("longblade",85); set_skill("resist",85); set_skill("perception",85); set_aggressive(1); set_walking(); set_wc(25); set_new_ac(25); add_money(random(200)); make(ARMOUR + "dark_plate"); make(WEAPON + "dark_lsword"); make(ARMOUR + "dark_lshield"); make(ARMOUR + "dark_helmet"); make(ARMOUR + "dark_glove"); make(ARMOUR + "dark_boot"); make(ARMOUR + "dark_amulet"); init_command("wear all"); init_command("wield sword"); make(OBJECT + "cell_key"); load_a_chat(15,({ "The darkling tries to bite you!\n" }));
void create_object(void) { set_short("A strangely shaped mandolin"); set_long("A black mandolin with a strange shape and a pointy head. It " + "seems to be solid, not hollow like mandolins usually are, " + "and when you strum it it makes a strange, distorted sound.\n"); set_name("mandolin"); add_id("strangely shaped mandolin"); add_id("black mandolin"); set_class(8); set_weight(2); set_value(30); set_material("wood"); set_type("blunt"); set_property("poor"); }
static void create() { ::create(); set_name("Onyxia's tail"); set_short("the SPIKED tail of Onyxia"); set_wc(256); add_id("tail"); add_property("unarmed_damage_type", ({ "blunt", "pierce" }));
void create_object(void) { ::create_object(); set_name("guard"); add_id("dungeon guard"); set_short("a darkling dungeon guard"); set_long("One of the guards responsible for guarding the dungeons. " + "His skin is pale and his small, black eyes lack pupils. Two " + "long teeth protrude from his lower jaw. He stands there in " + "silence, observing your every move.\n"); set_level(16); set_unarmed(0); set_db(3); set_hp(240); set_skill("combat",90); set_skill("longblade",90); set_skill("resist",90); set_skill("perception",90); set_wc(1); set_new_ac(1); add_money(random(400)); make(ARMOUR + "dark_plate"); make(WEAPON + "dark_bastsword"); make(ARMOUR + "dark_lshield"); make(ARMOUR + "dark_phelmet"); make(ARMOUR + "dark_cloak"); make(ARMOUR + "dark_glove"); make(ARMOUR + "dark_boot"); make(ARMOUR + "dark_amulet"); init_command("wear all"); init_command("wield sword"); load_a_chat(15,({ "The dungeon guard tries to bite you!\n" }));
varargs protected void setup_messages(string name, mixed up_dest, mixed down_dest) { string dirs; if(up_dest) add_method("ascend",up_dest); if(down_dest) add_method("descend",down_dest); if (up_dest) { if (down_dest) dirs = "up and down"; else dirs = "upwards"; } else { if( down_dest ) dirs = "downwards"; else dirs = "nowhere"; } if (query_plural()) add_id_no_plural(name); else add_id( name ); set_long(sprintf("The %s %s %s", name, query_plural()?"lead":"leads", dirs) ); set_in_room_desc(sprintf("There %s %s here, leading %s.", query_plural()?"are ":"is a ", name, dirs) ); }
void create_object(void) { set_name("sword"); add_id("longsword"); add_id("darkling longsword"); set_short("a darkling longsword"); set_long("A long sword made of black steel. The steel is smooth and " + "hard, and looks very sharp. On the pommel is a small steel " + "plate engraved with a mark of a black dragon.\n"); set_value(20); set_weight(2); set_type("longblade"); set_class(16); set_material("steel"); set_property("average"); }
//============================================================================= //------------------------------Identity--------------------------------------- // If right input is a constant 0, return the left input. Node *SubNode::Identity( PhaseTransform *phase ) { assert(in(1) != this, "Must already have called Value"); assert(in(2) != this, "Must already have called Value"); // Remove double negation const Type *zero = add_id(); if( phase->type( in(1) )->higher_equal( zero ) && in(2)->Opcode() == Opcode() && phase->type( in(2)->in(1) )->higher_equal( zero ) ) { return in(2)->in(2); } // Convert "(X+Y) - Y" into X if( in(1)->Opcode() == Op_AddI ) { if( phase->eqv(in(1)->in(2),in(2)) ) return in(1)->in(1); // Also catch: "(X + Opaque2(Y)) - Y". In this case, 'Y' is a loop-varying // trip counter and X is likely to be loop-invariant (that's how O2 Nodes // are originally used, although the optimizer sometimes jiggers things). // This folding through an O2 removes a loop-exit use of a loop-varying // value and generally lowers register pressure in and around the loop. if( in(1)->in(2)->Opcode() == Op_Opaque2 && phase->eqv(in(1)->in(2)->in(1),in(2)) ) return in(1)->in(1); } return ( phase->type( in(2) )->higher_equal( zero ) ) ? in(1) : this; }
//------------------------------add_identity----------------------------------- // Check for addition of the identity const Type *AddNode::add_of_identity( const Type *t1, const Type *t2 ) const { const Type *zero = add_id(); // The additive identity if( t1->higher_equal( zero ) ) return t2; if( t2->higher_equal( zero ) ) return t1; return NULL; }
void create_object(void) { set_name("fishingpole"); add_id("fishing pole"); add_id("pole"); set_short("A fishing pole"); set_long("A nice, long, wooden fishing pole. You bet you could catch some "+ "fine fish with this pole wielded!\n"); set_value(5); set_weight(1); set_type("blunt"); set_class(5); set_material("wood"); set_property("poor"); set_wield_func(TO); set_hit_func(TO); }
void create_object(void) { set_name("chlorofyl"); add_id("potion"); add_id("crit"); add_id("anticrit"); set_short("a vial of chlorofyl"); set_long("This is the strongest anticritical potion sold in the " + "Oakdale apothek.\n"); set_value(30); set_weight(1); set_critical_strength(6); set_eater_mess("You drink the potion feeling how your critical damage " + "melts away.\n"); set_eating_mess(" drinks the potion and seems relieved from dangerous " + "damage.\n"); }
void setup(void) { ::setup(); add_id("elf sword"); set_short("An elf sword"); set_long("The king of the elves' sword. It looks very sharp."); set_combat_stats(5, 20, 5); }
void extra_create() { int monstertime = random( 300 )+45; add_id( "177ob" ); set( InvisP, 1 ); call_out( "makeone", monstertime ); set_gettable( 0 ); }
id_placeholder* id_state::old_style_id( std::string const& id, id_category category) { return current_file->compatibility_version < 103u ? add_placeholder( current_file->document->section_id_1_1 + "." + id, category) : add_id(id, category); }
id_placeholder const* document_state_impl::old_style_id( boost::string_ref id, id_category category) { return current_file->compatibility_version < 103u ? add_placeholder( current_file->document->section_id_1_1 + "." + detail::to_s(id), category) : add_id(id, category); }
void create_object(void) { set_name("sword"); add_id("twohanded sword"); add_id("black twohanded sword"); set_short("a black twohanded sword"); set_long("A large twohanded sword made of shining black steel. It is " + "razor sharp and the blade reflects the light on an odd, " + "smooth way. Spidery runes run up and down the lenght of the " + "blade, and on it's pommel is a small steel plate engraved " + "with a mark of a black dragon. This is truly a magnificent " + "weapon.\n"); set_value(76); set_weight(4); set_type("twohanded"); set_class(26); set_material("steel"); set_property("good"); }
void setup(void) { set_id("bag"); add_id("sack"); set_adj("large"); set_short("A large sack"); set_long("It looks big."); set_weight(10); set_value(10); set_gettable(1); }
void setup(void) { set_id("rusty key"); add_id("key"); set_short("A rusty old key"); set_long("A large well worn key."); set_gettable(1); set_value(5); set_weight(2); }
static void add_gid(unsigned long int id) { struct idcache *ic = get_id(gcache, id); if (!ic) { struct group *gr = getgrgid((gid_t) id); add_id(&gcache, gr ? gr->gr_name : NULL, id, &gwidth); } }
static void add_uid(unsigned long int id) { struct idcache *ic = get_id(ucache, id); if (!ic) { struct passwd *pw = getpwuid((uid_t) id); add_id(&ucache, pw ? pw->pw_name : NULL, id, &uwidth); } }
void create_object(void) { set_name("bowl"); add_id("wooden bowl"); set_short("a wooden bowl"); set_long("A small bowl made out of oak wood. It is very well made.\n"); set_value(35); set_weight(1); set_material("wood"); }
/* Setup some reasonable defaults.... */ void create(void) { ::create(); set_currency("ducat"); set_amount(1); set_id("coin"); add_id("coins"); set_gettable(1); set_value(1); }
void setup(void) { set_id("shard"); add_id("chaosshard"); add_adj("chaotic"); set_short("A shard of chaos"); set_long("A shard of chaos. It's purpose is not immediately " + "clear from just looking at it. Perhaps someone else knows and " + "has a use for it."); set_gettable(1); set_value(0); set_weight(1); }