void create_object(void) { ::create_object(); set_name("guard"); add_id("dungeon guard"); set_short("a darkling dungeon guard"); set_long("One of the guards responsible for guarding the dungeons. " + "His skin is pale and his small, black eyes lack pupils. Two " + "long teeth protrude from his lower jaw. He stands there in " + "silence, observing your every move.\n"); set_level(16); set_unarmed(0); set_db(3); set_hp(240); set_skill("combat",90); set_skill("longblade",90); set_skill("resist",90); set_skill("perception",90); set_wc(1); set_new_ac(1); add_money(random(400)); make(ARMOUR + "dark_plate"); make(WEAPON + "dark_bastsword"); make(ARMOUR + "dark_lshield"); make(ARMOUR + "dark_phelmet"); make(ARMOUR + "dark_cloak"); make(ARMOUR + "dark_glove"); make(ARMOUR + "dark_boot"); make(ARMOUR + "dark_amulet"); init_command("wear all"); init_command("wield sword"); load_a_chat(15,({ "The dungeon guard tries to bite you!\n" }));
set_guild(string hmm) { guild = hmm; name = RAND->gimme_a_male_name(); set_name(name); set_short(CAP(name)+" the bartender"); set_long(CAP(name)+" is the new bartender of the "+CAP(guild)+"'s Tavern.\n"); set_level(1); set_alias("bartender"); set_alt_name("std_bartender"); set_gender(1); set_race("human"); set_hp(50); set_al(0); set_wc(50); set_new_ac(9); set_skill("combat", 9); set_skill("unarmed", 9); set_skill("perception", 5); set_skill("resist", 5); add_money(25); load_chat(1, ({ CAP(name) + " says: I don't know what to say?\n", CAP(name) + " asks: Want some more alcohol?\n", CAP(name) + " says: Alcohol makes people smarter.\n", CAP(name) + " asks: Who needs brain cells?\n", }) );
void create_object(void) { set_name("andalf"); add_id("fisherman"); add_id("man"); set_short("Andalf the Fisherman, sitting on a bench"); set_level(4); set_hp(150); set_wc(5); set_new_ac(10); set_skill("combat",30); set_skill("unarmed",30); set_al(20); set_gender(1); set_race("human"); set_long("This is Andalf the old fisherman of Newbie Island. He looks "+ "just as old and grumpy as every other fisherman you will come "+ "across in the kingdoms. He sure looks as if he could tell some "+ "tales about fishing, though. Perhaps if you asked him about "+ "fishing, he would tell you a fish tale?\n"); load_chat(5,({"Andalf grumbles: Damn I'm sick of this island.\n", "Andalf grumbles: The most important thing for a fisherman "+ "is the ability to tell a damn fish tale.\n", "Andalf grumbles something incomprehensible.\n", "Andalf grumbles: You can raise yer damn lore skill here.\n" }));
void create_object(void) { ::create_object(); set_name("keeper"); add_id("dungeon keeper"); set_short("a dungeon keeper"); set_long("One of the darklings serving in the dungeons of the castle. " + "He looks human, but has pale skin and long, black hair. Long, " + "He has two long, protruding teeth in his lower jaw. He " + "observes you coldy with his small, black, pupilless eyes.\n"); set_level(14); set_unarmed(0); set_db(3); set_hp(210); set_skill("combat",85); set_skill("longblade",85); set_skill("resist",85); set_skill("perception",85); set_aggressive(1); set_walking(); set_wc(25); set_new_ac(25); add_money(random(200)); make(ARMOUR + "dark_plate"); make(WEAPON + "dark_lsword"); make(ARMOUR + "dark_lshield"); make(ARMOUR + "dark_helmet"); make(ARMOUR + "dark_glove"); make(ARMOUR + "dark_boot"); make(ARMOUR + "dark_amulet"); init_command("wear all"); init_command("wield sword"); make(OBJECT + "cell_key"); load_a_chat(15,({ "The darkling tries to bite you!\n" }));
void create_object(void) { set_name("gloves"); add_id("leather gloves"); set_short("a pair of leather gloves"); set_long("A pair of small leather gloves.\n"); set_type("glove"); set_weight(1); set_value(15); set_new_ac(4); set_material("leather"); set_property("average"); }
void create_object(void) { set_name("shirt"); add_id("torn shirt"); set_short("a torn shirt"); set_long("A torn shirt that badly needs to be fixed.\n"); set_type("armour"); set_weight(1); set_value(4); set_new_ac(2); set_material("cloth"); set_property("poor"); }
void set_stat_index(int index) { i = index; set_short(short_desc[i]); set_long(long_desc[i]); set_name(name[i]); add_id(alias[i]); set_value(value[i]); set_weight(weight[i]); set_material(material[i]); set_new_ac(ac[i]); set_type(type[i]); }
void create_object(void) { set_name("scalemail"); add_id("darkling scalemail"); set_short("a darkling scalemail"); set_long("A strange looking scalemail made of large, black scales. You " + "can't imagine what beast these scales came from, but the " + "armour looks quite comfortable and balanced. On its chest is " + "a small steel plate engraved with a mark of a black dragon.\n"); set_type("armour"); set_weight(3); set_value(111); set_new_ac(20); set_material("dragonscale"); set_property("average"); }
void set_color(string newcolor) { int i; switch (newcolor) { case "violet": i = 2; break; case "indigo": i = 3; break; case "blue": i = 4; break; case "green": i = 5; break; case "yellow": i = 6; break; case "orange": i = 7; break; case "red": i = 8; break; default: i = 1; break; } set_new_ac(14 + (i * 2)); // Value changed from 100 * i * to 100 + 10 * i * i // Ceril 960113 set_value(200 + 10 * i * i ); if (newcolor == "indigo" || newcolor == "orange") { set_short("an "+newcolor+" plate armour"); } else { set_short("a "+newcolor+" plate armour"); } }