void setup(void) { set_id("sword"); set_adj("small"); set_short("A small sword"); set_long("Your standard small sword."); set_gettable(1); set_min_damage(1); set_max_damage(5); set_hit_bonus(10); set_wield_type("single"); set_wield_message("$N $vgrab $p $o. Ready!"); set_unwield_message("$N $vloosen $p $vgrip on $o, and $vput it away."); set_weapon_action("slash"); set_weapon_skill("combat/sharp/small"); set_value(30); set_size(10); set_weight(8); }
void setup() { set_relations("on"); set_adj("ugly"); set_id("horse"); set_long("Damn, the horse is ugly!"); add_relation("on",VERY_LARGE*2); set_default_relation("on"); // So people will see: Sitting on the horse you see Rust... // set_primary_verb("sitting"); set_in_room_desc("There is an ugly horse here."); set_get_on_msg("$N $vget onto the ugly horse.\n"); set_get_off_msg("$N $vdismount from the ugly horse.\n"); // We could opt for simple messages, and uncomment these // 2 lines, but we can also go for more complex msgs (see below). set_arrival_msg("$N $vtrot off.\n"); set_departure_msg("$N $vtrot in.\n"); add_method("mount", this_object()); add_method("dismount", (: environment(this_object()) :) ); }
void setup(void) { set_id("pickaxe"); set_adj("rusty"); set_short("A rusty pickaxe"); set_long("This axe has seen better days. It could use a sharpening and " + "a whole lot of grease."); set_gettable(1); set_min_damage(1); set_max_damage(3); set_hit_bonus(0); set_weapon_skill("combat/sharp/small"); set_wield_type("single"); set_wield_message("$N $vwield $p $o."); set_unwield_message("$N $vloosen $p $vgrip on $o, and $vput it away."); set_weapon_action("slash"); set_value(8); set_size(10); set_weight(7); }
void setup() { set_adj("large", "treasure", "sandy"); set_id("chest"); set_untouched_desc("There is a large treasure chest at the bottom of the " "hole."); set_long("The treasure chest is still a bit sandy, but otherwise has weathered well. There is some writing on the outside of it."); set_objects( ([ ]) ); #ifdef USE_SIZE set_size(LARGE); #endif #ifdef USE_MASS set_mass(LARGE); #endif set_max_capacity(LARGE); set_text("Written on the treasure chest is a poem:\n" "\tI used to have a treasure chest.\n" "\tIt got so heavy that I had to rest.\n" "\tI let it slip away from me,\n" "\tBut I didn't need it anyway,\n" "\tSo I let it slip away...\n"); }
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!"}));
/* * 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" }) );
void setup() { set_adj("blue"); set_long("It must be magic as there's no fuel feeding it."); set_attached( 1 ); }
create_key() { set_adj("small"); add_adj("steel"); set_long("It's a small key made out of steel.\n"); }