void create() { seteuid(getuid()); set("name" , "dagger"); set_weapon_type("sword/short"); set_material_type("metal/steel"); set("value" , 250); set("id" , ({ "dagger" , "blackened dagger" }) );
void create() { seteuid(getuid()); set("author","sebastian"); set("name", "dagger"); set_weapon_type("dirk"); set_material_type("ice"); set("id", ({"dagger", "ice dagger", "icicle" }));
void create() { seteuid(getuid()); set ("author", "spooner"); set_weapon_type("sword/long"); set("id", ({ "sword", "longsword", "weapon", "long sword", "steel long sword" }) );
void create() { set_weapon_type("sword/long"); set("short", "an ornate broadsword"); set("long", @EndLong This sword is rather ornate, and beautifully crafted with a gold pommel, a snake-skin wrapped handle, and a guard in the shape of two intertwined serpents. EndLong ); set("name", "ornate broadsword"); set("id", ({ "sword", "boardsword", "ornate broadsword" }) );
void create() { seteuid(getuid()); // This line tells us who coded the item. set("author", "zykor"); // This function makes it a long sword. It sets the mass, damage, // value, and material of the item. Always call this towards the // top of the create() function. set_weapon_type("dagger"); // The "id" is a list of all the names that somebody can use to refer // to the item. set("id", ({ "claws" }) );
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 create() { // Don't worry about this, just make sure its there. seteuid(getuid()); // "author" should be set in all objects and rooms you code. // It should be a lowercase name - very simple. set("author", "spartacus"); // "name" makes it an axe, and not "0" set("name", "axe"); // This makes it what it is, the other types can be found in // the dir /doc/properties set_weapon_type("axe/hand"); // The material type can be anything, the default usually steel or // wood. Please note - this line is OPTIONAL. set_material_type("wood/ironwood"); // The "id" is all the things you can call it. set("id", ({ "guitar", "axe", "destroyer", "ibanez" }) );
void create() { set_weapon_type("dagger"); set_material_type("metal/green steel"); set("id", ({ "dagger", "green dagger" }) );
void create() { set_bonus(5); set_weapon_type("sword/two-handed"); set("value", 5000); set("id", ({ "flaming sword", "sword" }) );
void create() { set_bonus(4); set_weapon_type("mace"); set("id", ({ "crystal mace", "mace" }) );
void create() { set_bonus(2, 2, 2); set_weapon_type("sword/long"); set("value", 1300); set("id", ({ "giant slayer", "sword" }) );
void create(){ seteuid(getuid()); set("name","Longsword"); set_weapon_type("sword/long"); set("id", ({"sword", "weapon", "longsword"}));
void create() { set_bonus(3); set_weapon_type("sword/two-handed"); set("id", ({ "an Abyssal two-handed sword" }) );
void create() { set_weapon_type("dagger"); set("id", ({ "dagger" }) );
void create() { set_weapon_type("hammer"); set_bonus(3); set("value", 1500); set("id", ({ "warhammer", "hammer" }) );
void create() { set_weapon_type("sword/short") ; set("short", "a short sword") ; set("id", ({ "sword", "short sword", "shortsword" }) );
void create(){ seteuid(getuid()); set("name", "A Morning Star"); set_weapon_type("morning star"); set("id", ({"morning star", "star", "morning"}));
void create(){ seteuid(getuid()); set("name", "Shortsword"); set_weapon_type("sword/short"); set("id", ({"sword", "weapon", "shortsword"}));