Beispiel #1
0
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",
    }));
Beispiel #2
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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
}
Beispiel #3
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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"
                }));
Beispiel #4
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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"
                 }));
Beispiel #5
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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"
    }));
Beispiel #6
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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");
} 
Beispiel #7
0
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");
}
Beispiel #8
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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" }));
Beispiel #10
0
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");
}
Beispiel #11
0
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" }));
Beispiel #13
0
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) );
}
Beispiel #14
0
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");
}
Beispiel #15
0
//=============================================================================
//------------------------------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;
}
Beispiel #16
0
//------------------------------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;
}
Beispiel #17
0
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);
}
Beispiel #18
0
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");
}
Beispiel #19
0
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);
}
Beispiel #20
0
void extra_create() 
{
    int monstertime = random( 300 )+45;
    add_id( "177ob" );
    set( InvisP, 1 );
    call_out( "makeone", monstertime );
    set_gettable( 0 );
}
Beispiel #21
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);
 }
Beispiel #22
0
 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);
 }
Beispiel #23
0
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");
}
Beispiel #24
0
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);
}
Beispiel #25
0
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);
}
Beispiel #26
0
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);
	}
}
Beispiel #27
0
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);
	}
}
Beispiel #28
0
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");
}
Beispiel #29
0
/* 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);
}
Beispiel #30
0
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);
}