void create() { ::create(); /* OBJEDIT { */ set_name( "bear skin" ); set_gettable( 1 ); set_droppable( 1 ); set_height( 5 ); set_weight( 2000 ); set_bulk( 1800 ); set_value( 70 ); /* } OBJEDIT */ }
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); }
void setup(void) { set_id("gloves"); set_adj("red"); set_short("A pair of gloves"); set_long("A pair of leather gloves."); set_gettable(1); set_slot("hands"); set_wear_message("$N $vwear $o."); set_remove_message("$N $vremove $o."); set_value(20); set_weight(5); }
void create() { /* OBJEDIT { */ set_name("mixing bowl"); set_gettable( 1 ); set_droppable( 1 ); set_weight( 500 ); set_bulk_capacity( 3000 ); set_weight_capacity( 20000 ); set_value( 30 ); /* } OBJEDIT */ ::create(); }
void setup(void) { set_id("gloves"); set_adj("leather"); set_short("A pair of leather gloves"); set_long("A standard pair of adventurer's leather gloves."); set_gettable(1); set_slot("hands"); set_wear_message("$N $vwear $o."); set_remove_message("$N $vremove $o."); set_value(20); set_weight(1); set_ac(2); }
void setup() { set_id("maps"); set_long("They have scribblings all over them."); set_attached(); set_gettable("#The maps are securely fastened to the cave wall."); #ifdef USE_SIZE set_size(SMALL); #endif #ifdef USE_MASS set_mass(SMALL); #endif }
void setup(void) { set_id("mithril chain mail"); set_adj("mithril"); add_ids("mithril mail", "mail", "chain mail"); set_short("Mithril chain mail"); set_long("It looks very light."); set_gettable(1); set_slot("body"); set_ac(4); set_value(2500); set_size(3); set_weight(5); }
void setup(void) { set_id("brain"); add_adj("mystic"); add_id("mystic brain"); set_short("A mystic brain of unknown origins"); set_long("A mystic brain of unknown origins. It probably isn't of this " + "world. It is also most likely imbued with some strange magic. You " + "might consider not holding on to it longer than is absolutely " + "necessary. There certainly are others who have uses for such things."); set_gettable(1); set_weight(1); set_value(0); }
void create() { ::create(); /* OBJEDIT { */ set_gettable( 1 ); set_droppable( 1 ); set_weapon_type( "bow" ); set_type( "weapon" ); set_wc( (["piercing":7]) ); set_requirement( (["dex":8]) ); set_name( "bow" ); set_distant( "a bow" ); set_specific( "the bow" ); /* } OBJEDIT */ }
void setup(void) { set_id("helmet"); set_short("A helmet"); set_long("A helmet. This is very basic advenuterer's gear. " + "You better find something else."); set_gettable(1); set_ac(1); set_slot("head"); set_value(20); set_size(2); set_weight(1); }
void setup(void) { set_gettable(0); set_id("iustitia"); add_id("statue"); set_short("A statue of Iustitia"); set_long("This is a statue has been chiseled out of green granite. " + "The It has been shaped in the image of a female human wearing " + "an elegant robe. Her face is obscured because she is shown as " + "wearing a blindfold. In her right hand there is a scale with two " + "cups for balancing. In her left hand she holds an unsheathed " + "long sword with double edges."); set_weight(5000); set_value(0); }
void setup(void) { set_id("hat"); set_adj("black", "10 gallon"); set_short("A black 10 gallon hat"); set_long("This is one big hat."); set_gettable(1); set_ac(1); set_slot("head"); set_value(20); set_size(5); set_weight(7); }
void setup(void) { set_id("cudgel"); set_short("A cudgel"); set_long("Your standard cudgel."); set_gettable(1); set_combat_stats(1, 5, 10); set_wield_type("single"); set_wield_message("$N $vgrab $p $o. Ready!"); set_unwield_message("$N $vloosen $p $vgrip on $o, and $vput it away."); set_weapon_actions(({ "club", "bash", "hammer", "crush", "crack" }));
void setup(void) { set_id("jacket"); set_adj("leather", "black"); set_short("A worn but sturdy leather jacket"); set_long("This is the kind of leather jacket all %^RED%^bad%^RESET%^ " + "dudes wear. On the back is a lot of rivets making the " + "pattern of a star."); set_gettable(1); set_slot("body"); set_wear_message("$N $vput on $o. Man, $N $vare cool!"); set_remove_message("$N $vtake off $o, and suddenly $vlook extremely dull."); set_ac(3); set_value(50); set_weight(5); }
void setup(void) { set_id("t-shirt", "tshirt"); set_adj("gurbalib"); set_short("A flashy T-shirt"); set_long("It reads: I crashed GurbaLib and all I got was this " + "stupid T-Shirt!"); set_gettable(1); set_slot("torso"); set_wear_message("$N $vput on $o, and suddenly $vlook a lot better."); set_remove_message("$N $vtake off $o, and suddenly $vlook dull."); set_ac(1); set_value(20); set_size(1); set_weight(3); }
void setup(void) { set_id("polearm"); set_adj("long"); set_short("A long sword"); set_long("Your standard long polearm."); set_gettable(1); set_combat_stats(1, 5, 10); set_wield_type("both"); set_wield_message("$N $vgrab $p $o. Ready!"); set_unwield_message("$N $vloosen $p $vgrip on $o, and $vput it away."); set_weapon_actions(({ "stab", "poke", "hit" }));
void setup( void ) { set_id( "shield" ); set_adj( "round" ); set_long( "A round shield." ); set_in_room_desc( "A round shield." ); set_gettable( 1 ); set_ac( 2 ); set_wield_type( "single" ); set_wield_message( "$N $vwield $p $o." ); set_unwield_message( "$N $vremove $p $o." ); set_value( 1 ); set_size( 10 ); }
void setup(void) { set_id("sword"); set_adj("long"); set_short("A long sword"); set_long("Your standard long sword."); set_gettable(1); set_combat_stats(1, 5, 10); set_wield_type("single"); set_wield_message("$N $vgrab $p $o. Ready!"); set_unwield_message("$N $vloosen $p $vgrip on $o, and $vput it away."); set_weapon_actions(({ "slash", "slice", "dice", "cut", "gash", "stab", "poke", "gouge" }));
void setup(void) { set_id("helmet"); set_adj("small", "round"); set_short("A small rusty helmet"); set_long("A small rusty helmet, it looks like it has seen better days. " + "You would have to be really desperate to put this thing on."); set_gettable(1); set_ac(1); set_slot("head"); set_value(20); set_size(10); set_weight(7); }
create() { ::create(); /* OBJEDIT { */ set_edible( 1 ); set_gettable( 1 ); set_droppable( 1 ); set_weight( 1000 ); set_value( 50 ); set_distant( "a cake" ); set_specific( "the cake" ); set_look( "A freshly baked cake with deluxe chocolate frosting." ); set_plural( "cakes" ); set_name( "cake" ); set_alt_name( "chocolate cake" ); /* } OBJEDIT */ }
void setup(void) { set_id("crown"); set_adj("metal"); set_short("A metal crown"); set_long("This crown functions as a useful helmet." + " It is a simple crown of metal but you know that it's ancient " + "and has rested upon the heads of champions throughout the " + "ages."); set_gettable(1); set_slot("head"); set_wear_message("$N $vdon $o."); set_remove_message("$N $vtake off $o"); set_ac(2); set_value(3000); set_size(3); set_weight(1); }
void setup() { add_relation("in"); set_default_relation("in"); set_gettable("It is securely anchored.\n"); set_id("mailbox", "box"); set_adj("small"); set_in_room_desc("There is a small mailbox here."); set_max_capacity(SMALL); #ifdef USE_SIZE set_size(MEDIUM); #endif #ifdef USE_MASS set_mass(MEDIUM); #endif set_objects( ([ "leaflet" : 1 ]) ); }
void setup(void) { set_gettable(0); set_id("pedestal"); add_adj("ancient"); set_short("An ancient pedestal of the Ancient One"); set_long("The ancient pedestal has a swirling orb " + "of mystical blue energy hoving just over the " + "top of it. The orb is actually a rift in the " + "spacetime continuum, a direct link to the " + "mysterious realms of the Ancient One. The "+ "faeries have come here for thousand and " + "thousands of years to pay tribute to the " + "Ancient One. You can do the same by " + "putting any relic of the Ancient One's " + "avatars that you find (relics like finger " + "bones, locks of hair, and so on) in the orb."); add_action("cmd_put_relic_in_orb", "put"); }
void setup(void) { add_ids("tower shield"); set_adj("large"); set_short("A large tower shield"); set_long("A large tower shield It has an intricate holy symbol " + "elaborately created on the front of the tower shield. It is " + "heavy and sturdy."); set_gettable(1); set_ac(4); set_wield_type("single"); set_wield_message("$N $vtake up $p $o."); set_unwield_message("$N $vremove $p $o."); set_value(1000); set_size(35); set_weight(3); add_bane("holy"); }
void setup(void) { set_id("sword"); set_short("Sword of fire"); set_long("A red hot blade. It glows with power"); set_gettable(1); set_min_damage(5); set_max_damage(20); set_hit_bonus(5); set_weapon_skill("combat/sharp/large"); set_wield_type("single"); set_wield_message("$N $vwield $p $o."); set_unwield_message("$N $vloosen $p $vgrip on $o, and $vput it away."); set_weapon_action("slash"); set_value(2000); set_size(20); set_weight(30); }
void setup(void) { set_id("axe"); set_long("A wicked axe with a well worn wooden handle."); set_short("An axe"); set_gettable(1); set_min_damage(1); set_max_damage(4); set_hit_bonus(0); set_weapon_skill("combat/sharp/small"); set_wield_type("single"); set_wield_message("$N $vwield $p $o."); set_unwield_message("$N $vloosen $p $vgrip on $o, and $vput it away."); set_weapon_action("slash"); set_value(10); set_size(10); set_weight(2); }
void setup(void) { set_id("sword"); set_short("Stone cutter sword"); set_long("A large sword that looks like it could make short " + "work of anything."); set_gettable(1); set_min_damage(5); set_max_damage(20); set_hit_bonus(5); set_weapon_skill("combat/sharp/large"); set_wield_type("single"); set_wield_message("$N $vwield $p $o."); set_unwield_message("$N $vloosen $p $vgrip on $o, and $vput it away."); set_weapon_action("slash"); set_value(2000); set_size(5); set_weight(300); }
void setup(void) { set_id("sword"); set_adj("small"); set_short("A small sword"); set_long("Your standard small sword."); set_gettable(1); set_min_damage(1); set_max_damage(5); set_hit_bonus(10); set_wield_type("single"); set_wield_message("$N $vgrab $p $o. Ready!"); set_unwield_message("$N $vloosen $p $vgrip on $o, and $vput it away."); set_weapon_action("slash"); set_weapon_skill("combat/sharp/small"); set_value(30); set_size(10); set_weight(8); }
void setup(void) { set_id("pickaxe"); set_adj("rusty"); set_short("A rusty pickaxe"); set_long("This axe has seen better days. It could use a sharpening and " + "a whole lot of grease."); set_gettable(1); set_min_damage(1); set_max_damage(3); set_hit_bonus(0); set_weapon_skill("combat/sharp/small"); set_wield_type("single"); set_wield_message("$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); }
create() { ::create(); /* OBJEDIT { */ set_edible( 1 ); set_food_value( 10 ); set_drink_value( 2 ); // Per 1000 units set_weight( 1500 ); set_bulk( 1000 ); set_value( 0 ); set_distant( "dough" ); set_specific( "the dough" ); set_look( "A pale brown glob of raw dough." ); set_plural( "dough" ); set_name( "dough" ); set_use_msg( "~Name ~verbgulp down some raw dough." ); set_quantity( 250 ); set_solid( 1 ); set_gettable( 1 ); set_droppable( 1 ); /* } OBJEDIT */ call_out( "rise", 60 ); state = 0; // Unraised cooked = 0; }