void reset(int arg) { add_monster(MONSTER + "darkling_trooper",2); add_monster(MONSTER + "darkling_dung_keeper",2); foreach(object ob: all_inventory()) { if(ob->id("darkling")) ob->set_aggressive(1); } }
void Model::init_monsters(){ QJsonObject json_obj= read_json_file(":/map/monster_1.json"); QJsonArray goomba_array = json_obj.value(QString("monster")).toObject()["goomba"].toArray(); add_monster(goomba_array,'g'); QJsonArray koopa_array = json_obj.value(QString("monster")).toObject()["koopa"].toArray(); add_monster(koopa_array,'k'); QJsonArray flower_array = json_obj.value(QString("monster")).toObject()["bad_flower"].toArray(); add_monster(flower_array,'f'); }
void extra_create() { set_no_teleport(1); set_short( "Cellaria's dungeon, entrance to storage" ); set_long(wrap("In the north part of the dungeon, the air is a bit warmer, "+ "but that only makes the humidity worse. Here you can see some signs of "+ "life, as the flawless walls from earlier devolve into merely packed dirt, "+ "with an occasional tree root poking out. There is an iron cell door to "+ "the north, and slumped against it is a recently-deceased body. The body's "+ "hand reaches towards the door's keyhole, as if its last action was to "+ "try to pick it.\n")); set_light(-35); add_monster("/u/a/allanon/area/lumber_camp/mon/bandit.c"); set_item_desc(([ ({"walls", "dirt", "tree root", "root"}) : "Since you have gone in a ways, "+ "you are probably right beneath the forest floor now, so it is only "+ "natural that it would be harder to make a good tunnel.\n", "body" : "The body seems fresh, as it is still leaking some blood. It has "+ "not yet started to decompose; you don't feel like staying around to watch "+ "that happen. Its hand reaches towards the door in a plaintive gesture. "+ "Perhaps whoever it was tried in vain to open the door and flee from "+ "assailants by locking themself inside. You notice with some curiosity that "+ "the body seems to be somewhat frozen. But it certainly isn't that cold "+ "here...right?\n", "keyhole" : "Upon closer examination, you find that the door's keyhole is "+ "very strange. The tumbler is long and thin - you have never before seen "+ "a key of such a shape.\n"]));
void extra_create() { set_short( "Northwestern hallway of the Bastion" ); set_long(wrap("This hallway is rather plain. There are no decorations to "+ "adorn the stone walls, the floor is bare, and nothing hangs from the "+ "ceiling. The room is very clean, however; you can't find any dust at all. "+ "To the east is a spacious room that looks like the audience chamber. "+ "At the northern wall is a window looking outside, fitted with an iron "+ "grill. ")); longdesc = this_object()->query_long(); add_monster("/u/a/allanon/area/ity/mon/servant.c"); set_item_desc(([ ({"stone walls", "walls", "floor", "ceiling"}) : "The whole room is just "+ "barren stone. There are not even any interesting stains to break the "+ "monotony.\n",
void extra_create() { set_short( "Grave of a ranger" ); set_long( wrap("The smell of rot and decay is overpowering in this room. You sense "+ "that the source is a large, ornate tomb in the center of the room. It looks like "+ "it has recently been ransacked by graverobbers, or maybe goblins. The huge lid "+ "is splintered and dented, and all the embedded finery has been removed. Somehow "+ "you get the sense that whoever was buried here, is clearly not happy to have their "+ "final resting place disturbed.\n")); add_monster("/u/a/allanon/area/caverns_of_slime/mon/spirit.c"); set_item_desc(([({ "large tomb", "ornate tomb", "tomb"}) : "You think that it must have looked "+ "really impressive before being looted. All the gilding has been "+ "stripped, and no jewel was left behind. Small text on the tomb "+ "says: 'May the ashes herein remain forever undisturbed'. The name "+ "below the text has been worn away...you suppose you will never know "+ "the identity of the remains.\n",
void extra_create() { seteuid( getuid() ); set_short( "Nobles room of the Bastion" ); set_long(wrap("This is the castle's room where nobles and other important "+ "people would stay. It is richly decorated - every possible surface has "+ "been painted, covered in silk, laminated with gold, or otherwise "+ "made attractive. You notice that the room seems to have an aversion to "+ "right angles, as everything is smooth and rounded, including the "+ "four-poster beds for sleeping. Even the typical dressers or lockers next "+ "to each bed have been replaced with spherical chests that open like clam "+ "shells. Some windows to the south and west look out onto the courtyard. "+ "There is a large painting hung on the east wall.\n")); add_monster("/u/a/allanon/area/ity/mon/githrin.c"); set_item_desc(([ ({"four-poster beds", "beds"}) : "The beds are made of oak, and each one is "+ "furnished with silky sheets and fluffy pillows.\n",
void extra_create() { set_outside("p"); set_light( (: query_ambient_light :) ); set_short( "A barren clearing in the middle of the forest" ); set_long( wrap("The ground here is badly blackened, seemingly from an old "+ "explosion. The blast area stretches for at least 20 feet in both "+ "directions. The gutted, fire-charred remains of a laboratory, now almost "+ "destroyed by the forces of nature, stands in the middle. Curious slime "+ "trails and puddles of sickly ooze dot the clearing, giving off a strong, "+ "pungent odor. A large, forbidding-looking hole with a ladder leads "+ "downwards. Pale green fog billows out of it, making it difficult to "+ "breathe.\n")); add_monster("/u/a/allanon/area/caverns_of_slime/mon/ghost.c"); set_item_desc(([ "ground" : "It's scorched pretty badly.\n", ({ "remains", "laboratory"}) : "The remains look like they could collapse any "+ "day now.\n",
void extra_create() { set_short( "Deep in the caves, next to a pool of ooze" ); add_monster("/u/a/allanon/area/caverns_of_slime/mon/rspirit.c"); set_long( wrap("You are standing next to an enormous pool of luminescent "+ "green ooze. It burbles and squelches quite loudly, and huge bubbles rise "+ "and pop on the surface occasionally. You see that the fog comes from the "+ "pool. Some skeletal limbs can be spotted sticking out of the ooze, and you "+ "keep a wary distance from the edge of the pool. A large crack in the wall "+ "leads back to the room you came from.\n")); set_item_desc((["bubbles" : "They splatter ooze whenever they pop, but "+ "you don't really care, you're dirty enough as it is.\n", "limbs" : "The remains of those poor unlucky fools who "+ "drowned in the pool.\n", ({ "large crack", "crack" }) : "You can fit back through it.\n", "fog" : "The fog is pale green, and seems to float around at"+ " random. It's difficult to breathe it and you wonder if "+ "it's possibly toxic.\n", "pool": "The pool is full of noxious slime and looks really "+ "non-inviting",]) );
void extra_create() { set_short( "Inside a massive tree" ); set_long(wrap("You are standing inside of a massive tree. The interior "+ "is even bigger than it looks from the outside. A softly pulsating green "+ "light seems to emit from the walls of the tree, which are covered in "+ "ancient arcane symbols. Lush green moss seems to grow everywhere on the "+ "floor of the tree, providing a living carpet. All said, the tree strikes "+ "you with a deep sense of the spirit of life and the vitality of nature. An "+ "incredibly long ladder, made of vines, reaches down from a platform high "+ "up in the tree.\n")); add_monster("/u/a/allanon/area/lumber_camp/mon/treants.c"); set_light(200); set_item_desc(([ "walls" : "The walls seem to pulse with soft green light, which is easy on "+ "the eyes and quite bright enough to see. Arcane symbols are painted "+ "everywhere on the walls, as far as you can see.\n", ({"ancient arcane symbols", "ancient symbols", "arcane symbols", "symbols"}) : "Symbols have been painted over every square inch of the wall. They are all "+ "undecipherable to you.\n",
void extra_create() { set_short( "Royal Guard's barracks in the Bastion" ); set_long(wrap("You have come to a heavily fortified barracks. The way "+ "north leads to a strongly reinforced door, and is obstructed by a number "+ "of defensive mechanisms such as crossbow traps pointed at the south "+ "entrance. There are some wooden beds along the walls; each of them has "+ "a sword scabbard bolted right to the bed, providing easy access to "+ "whatever weapons might once have been stored there. There is evidence that "+ "this room has seem some fierce combat in ages past; ancient bloodstains "+ "have never been cleaned off the stones, and there are numerous dents and "+ "scratches along the floor and walls that look to have been made by "+ "weaponry of various sorts.\n")); add_monster("/u/a/allanon/area/ity/mon/baresias.c"); set_item_desc(([ ({"defensive mechanisms", "crossbow traps", "traps"}) : "There are a "+ "variety of devices in this room meant to hinder or stop progress to "+ "the north. Some of them are crossbow traps, although the quarrels have "+ "long since rotted away. Others are odd, tubular canisters with dragon's "+ "heads on the ends. These have soot on the inside, but you are not sure "+ "what they were used for. In any case, they have rusted badly and are "+ "no longer functional.\n",
void reset(int arg) { add_monster(MONSTER + "madman",1); ::reset(arg); }
void reset(int arg) { add_monster(MONSTER + "darkling_officer",1)->set_walking(); }
void reset(int arg) { add_monster(MONSTER + "darkling_chef",1); ::reset(arg); }
void reset(int arg) { add_monster(MONSTER + "darkling_highguard",2); }
void reset(int arg) { add_monster(MONSTER + "cow",6); add_monster(MONSTER + "bull"); }
void reset(int arg) { add_monster(MONSTER + "gargan"); }
void reset(int arg) { fisherman = add_monster(NMONSTER+"fisherman",1); ::reset(arg); }
void reset(int arg) { add_monster(MONSTER + "darkling_officer",1)->set_aggressive(1); }
void reset(int arg) { add_monster(MONSTER + "sarah",1); ::reset(arg); }
void reset(int arg) { add_monster(MONSTER + "lamin",1); add_monster(MONSTER + "cara",1); ::reset(arg); }
void reset(int arg) { add_monster(MONSTER + "giron",1); add_monster(MONSTER + "laira",1); ::reset(arg); }