Example #1
0
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);
}
Example #2
0
File: horse.c Project: Lundex/lima
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()) :) );
}
Example #3
0
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);
}
Example #4
0
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");
}	    
Example #5
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!"}));
Example #6
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" }) );
void setup() {
    set_adj("blue");
    set_long("It must be magic as there's no fuel feeding it.");
    set_attached( 1 );
}
Example #8
0
create_key()
{
  set_adj("small");
  add_adj("steel");
  set_long("It's a small key made out of steel.\n");
}