Ejemplo n.º 1
0
create_monster()
{
    int i;

    set_name("goblin");
    set_living_name("goblin");
    set_long("It's very small but it looks back on you and shows its teeth.\n");
    set_race_name("goblin");
    set_adj("small");

    set_gender(2); /* male = 0, female = 1, other = 2 */

    default_config_mobile(10);

    set_alignment(-70);
    set_aggressive(1);
/* This monster is aggressive to all living objects comming close. He will try
 * to make the standard kill command. If the dis is not enough to attack
 * someone he won't.
 *
 * It's of course possible to make monstyers aggressive only to elves and so
 * on. You just redefine the init_attack() function, or make one on your
 * own.
 */
}
Ejemplo n.º 2
0
void setup_race()
{
    set_race_name(  "Angel of Decay" );
    add_resistance( "poison", 100 );  
    add_resistance( "disease", 100 );
    add_resistance( "psychic", 100 );
    add_resistance( "holy", -50 );  
}
Ejemplo n.º 3
0
/*
 * The create routine
 */
void
create_monster()
{
    set_name("tree_elf");
    set_race_name("elf");
    set_adj("agile");
    set_long("He looks suspiciously back at you.\n");

    /*
     * Yet another way to set the stats in a mobile
     *           str  dex  con  int  wis  dic
     */
    set_stats( ({ 34,  60,  40,  65,  50,  63 }) );
Ejemplo n.º 4
0
void
create_monster()
{
   if (!IS_CLONE)
      return;

   set_name("alchemist");
   set_race_name("alchemist");
   set_living_name("_alchemist_");
   set_adj("town");
   set_long("@@my_long");

   add_prop(CONT_I_WEIGHT,47000);   /* 47 Kg */
   add_prop(CONT_I_HEIGHT,87);      /* 87 cm */
   add_prop(LIVE_I_NEVERKNOWN,1);

            /* str dex con int wis dis */
   set_stats(({ 22, 27, 21, 70, 70, 34}));
Ejemplo n.º 5
0
void
create_monster()
{
    set_name("chatter");
    set_adj("chatting");
    set_long("An example of a chatting monster.\n");
    set_race_name("elf");

    /* This chatter will say something every now and then... :) */

    set_chat_time(5); /* Interval between chat */

    /* And the list we will run through, it will be randomized but our chatter
     * won't say something he has already said from the list again until the
     * whole list is gone through, and randommized again.
     */
    add_chat("Hi, how are you?");
    add_chat("I'm talking to you ;-)");
    add_chat("Don't you think this is fun?");
}
Ejemplo n.º 6
0
create_monster()
{
    /* We ignore the master object
     */
    if (!IS_CLONE)
	return;

    set_name("ugluk");
    set_race_name("troll");
    set_adj("nasty");
    set_long("It is a very ugly and nasty lookin' troll.\n");

    /* Average stat: 5
     */
    default_config_npc(5);

    /* But we want it to have more hitpoints
     */
    set_base_stat(SS_CON, 20);
    set_hp(1000);

    seq_new("do_things");
    seq_addfirst("do_things",({"@@arm_me","say Ok, come on you bastards!"}));
Ejemplo n.º 7
0
/*
 * The create routine, called create_monster() in this case since we inherit
 * /std/monster.c
 */
void
create_monster()
{
    /*
     * First we'll give the hermit a name. It's not really necessary but
     * it's always nice. Players can then adress this hermit as 'hurble'.
     * To let them 'exa hermit' we add the name 'hermit' too. Both set_name()
     * and add_name() are functions defined in /std/object.c. Since all
     * objects inherit /std/object.c you can call these functions in all
     * objects.
     */
    set_name("hurble");
    add_name("hermit");

    /*
     * Living beings belong to a race. This one is human.
     */
    set_race_name("human");

    /*
     * Let's add some adjektives. The first adjektive we set to 'old' and
     * then we add 'skinny' too. This way players can both 'exa skinny hermit'
     * as well as 'exa old human' or 'exa old skinny hurble'. Nice, don't you
     * think?
     */
    set_adj("old");
    add_adj("skinny");

    /*
     * You don't have to set the long description in a mobile, but perhaps
     * it's more fun to have some additional information about the mobile?
     * The long description is what player will see when they examine or
     * look at this object.
     */
    set_long("It looks like he's been sitting here a while.\n");

    /*
     * The short description is what players see when they look in a room
     * or check their inventory. If you don't set the dhort description then
     * default will be used, which in case of living beings is all adjektives
     * added and the race name when not introduced. If introduced, the name
     * of the being. In this case, 'old skinny human' as unmet and 'hurble'
     * as met (introduced). Note that if you set this short description, it
     * will always be shown, both as unmet ans met description.
     */
    set_short("old skinny hermit");

    /*
     * Then we want to set the stats of the mobile. This hermit is not
     * particulary strong or intelligent or anything. 15 in all stats.
     */
    default_config_mobile(15);

    /*
     * Perhaps your mobile is skilled? This hermit is not, he just know
     * a little about herbalism. Try 'man skill_list' to see all skills
     * there are. The skills are defined in /sys/ss_types.h
     */
    set_skill(SS_HERBALISM, 30);

    /*
     * We want the hermit to say things, and do some actions too.
     * set_act_time() is used to indicate how often we want the mobile to
     * do something, as well as set_chat_time() how often he should talk.
     * The higher the value the long between actions.
     */
    set_act_time(5);
    add_act("emote makes some strange noise.");
    add_act("moan");
    add_act( ({ "say I can do stuff after eaechothers too.", "smile" }) );
Ejemplo n.º 8
0
void setup_race()
{
    set_race_name( "pumpkin" );  
}