void setup() { object obj; set_name("shayman"); set_gender( "female" ); add_adj("orc"); add_ids("orc", "orc shayman"); set_short("Orc shayman"); set_long("An ugly orc shayman. This thing looks wilder than your average " + "orc."); set_race("orc"); set_level(10); set_aggressive(1); set_spell_chance(20); set_spell_damage(20); set_spell_message("The shayman casts a magic missile at $t."); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 50); set_skill("combat/defense", 100); obj = clone_object(DIR + "/obj/gold_staff.c"); obj->setup(); obj->move(this_object()); obj = clone_object(DIR + "/obj/orc_slayer.c"); obj->setup(); obj->move(this_object()); do_wield(obj); }
void setup(void) { set_name("jailer"); set_gender("male"); set_race("human"); set_short("The jailer"); set_long("He guards the dungeons."); add_money("ducat", 100 + random(50)); set_level(20); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", BASE_OFFENSE * 4); set_skill("combat/defense", BASE_DEFENSE * 5); }
void setup() { set_name("troll"); add_adj("smelly"); set_short("A large smelly troll"); set_long("The troll looks like a messed up tree."); set_race("troll"); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 50); set_skill("combat/defense", 100); set_level(8); set_aggressive(1); }
void setup() { set_name("kitten"); set_gender("male"); set_short("An ADORABLE little kitten"); set_long("This little ball of fuzz is the cutest thing you've EVER seen." + " When you look at it it cocks it head in curiousity and emits a " + "small mewing noise... AWW!"); set_max_hp(3000); set_hp(3000); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed",1300); set_actions(30, ( { "dervish", "purr" } ) );
void setup() { set_name("rat"); /* set_gender(0); */ /* Leave out the gender specification, get a random one. */ add_adj( "filthy" ); set_in_room_desc("A small filthy rat."); set_long("The rat smells awful."); set_race( "rodent" ); set_max_hp( 7 ); set_hit_skill("combat/unarmed"); set_skill( "combat/unarmed", 50 ); set_skill( "combat/defense", 100 ); }
void setup(void) { set_name("trazom"); set_short("Trazom the vampire"); set_long("Trazom's cold dead flesh is desiccated, pulling his maw open " + "in a permament groaning position. His eyes are sunk deep in his " + "boney face. His hair is incredibly thin and wispy. He seems to " + "miss the days when he walked among the living as one from them."); set_race("vampire"); set_level(40); set_hit_skill("combat/unarmed"); set_skill("combat/defense", 100); set_aggressive(1); }
void setup() { set_name("harry"); add_id("fjant"); set_gender("male"); add_adj("affectionate"); set_short("Harry the affectionate"); set_long("Harry has an agreeable look."); set_race("human"); set_level(3); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 50); set_skill("combat/defense", 100); count = 0; }
void setup(void) { set_name("rat"); /* Leave out the gender specification, get a random one */ /* set_gender( "male" ); */ add_adj("filthy"); set_short("A small filthy rat"); set_long("The rat smells awful."); set_race("rodent"); set_level(1); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 50); set_skill("combat/defense", 100); }
void setup() { set_name("leo"); set_gender( "male" ); set_short("Leo the Archwizard"); set_long("Leo the Archwizard."); set_race("human"); set_level(40); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 90); set_skill("combat/defense", 200); set_spell_chance(50); set_spell_damage(30); set_spell_message("Leo casts a blazing fireball at $t.\n"); }
void setup(void) { set_name("smith"); add_id("noki town smith"); set_gender("male"); set_short("The Noki Town smith"); set_long("The Noki Town smith is friendly but gets straight " + "to the point. He is very skilled at his trade and is " + "always looking to improve his skills."); set_race("half-giant"); set_level(NOKICLIFFS_MONSTER_LEVEL); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", NOKICLIFFS_OFFENSE); set_skill("combat/defense", NOKICLIFFS_DEFENSE); busy_right_now = FALSE; }
void setup(void) { set_name("smith"); add_id("angmar's smith"); set_gender("male"); set_race("human"); set_short("Angmar's smith"); set_long("The smith sighs. He is locked into the service of Angmar unto death. " + "The smith will value armors and weapons " + "for a reasonable fee." + "\n\t'cost item' shows what the smith would take to value the item." + "\n\t'show item' shows the item to the smith."); set_level(1); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", BASE_OFFENSE); set_skill("combat/defense", BASE_DEFENSE); }
void setup() { set_name("apep"); add_id("serpent", "chaosserpent", "chaos serpent"); set_short("Apep the chaos serpent"); set_long("Apep the chaos serpent is a giant beast with a strong " + "hiss and long sharp fangs that look like they hit hard."); set_race("demon"); set_level(50); set_hit_skill("combat/unarmed"); set_skill("combat/defense", 1); set_skill("combat/unarmed", 200); set_aggressive(0); set_spell_chance(50); set_spell_damage(1); set_spell_message("Apep casts a chaotic brain scrambling spell at $t."); set_hit_string("bite"); }
void setup(void) { set_name("automaton"); set_gender("neuter"); set_adj("monstrous"); set_short("A monstrous automaton"); set_long("The automaton has been brought to life by a " + "necromancer of considerable power. " + "It has been stitched together using a variety of " + "bits, pieces, and parts from other heroes, champions, " + "and villains. It has one and " + "only one purpose, and that is to destroy the living."); set_race("monster"); set_level(NOKICLIFFS_MONSTER_LEVEL); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", NOKICLIFFS_OFFENSE * 3); set_skill("combat/defense", NOKICLIFFS_DEFENSE * 5); add_block("up"); }
void setup() { set_name("traveller"); /* Leave out the gender specification, get a random one */ /* set_gender(0); */ add_adj("wandering"); set_short("A wandering traveller"); set_long("This tired-looking person just happens to be passing through " + "the area.."); set_race("human"); set_level(random(8) + 5); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 50); set_skill("combat/defense", 100); set_wander_area("Gurba"); start_wander(10, 20); }
void setup() { object obj; set_name("giant"); set_gender( "male" ); add_adj("fire"); set_short("A fire giant"); set_long("A mighty hot big guy."); set_race("giant"); set_level(15); set_aggressive(1); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 50); set_skill("combat/defense", 100); obj = clone_object(DIR + "/obj/fire_sword"); obj->setup(); obj->move(this_object()); do_wield(obj); }
void setup() { object obj; set_name("guard"); set_gender( "female" ); set_short("A guard"); set_long("A big and sturdy guard."); set_race("human"); set_level(11); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 50); set_skill("combat/defense", 100); obj = clone_object(DIR + "/obj/bankkey.c"); obj->setup(); obj->move(this_object()); obj = clone_object("/domains/required/objects/short_sword.c"); obj->setup(); obj->move(this_object()); do_wield(obj); }
void setup(void) { set_name("guard"); add_id("brain guard"); set_gender("male"); set_short("Brain's guard"); set_long("The brain's guard. He is a hulking beast with a " + "permanent demonic snarl revealing disgusting brown " + "teeth. Protruding from his forehead are two large " + "slightly curved horns. His skin is a deep blood red " + "colour. He is clearly not pleased by your " + "presence here so close to his master, the brain."); set_race("demon"); set_level(40); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 90); set_skill("combat/defense", 200); set_spell_chance(50); set_spell_damage(30); set_spell_message("Guard casts a lightning bolt at $t.\n"); }
void setup() { object obj, obj2; set_name("octopus"); add_adj("giant"); set_short("An octopus"); set_long("A very big octopus with long arms, reaching for you."); set_level(10); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 50); set_skill("combat/defense", 100); obj = clone_object(DIR + "/obj/chest.c"); obj->move(this_object()); obj->setup(); obj2 = clone_object("/domains/required/objects/coin.c"); obj2->set_amount(random(500) + 1); obj2->move(obj); obj2->setup(); }
void setup(void) { object obj; set_name("slim"); set_gender( "male" ); add_adj("large"); set_short("Slim shady"); set_long("This guy is skinny, he is also kind of creepy looking. He " + "reminds you of an anemic scarecrow."); set_race("human"); set_level(1); set_hit_skill("combat/unarmed"); set_skill("combat/unarmed", 50); set_skill("combat/defense", 100); set_aggressive(0); obj = clone_object(DIR + "/obj/10ghat.c"); obj->setup(); obj->move(this_object()); do_wear(obj); }