void reset(int arg) { ::reset(arg); if( !arg ) { object crown; set_name("frog"); set_alias("toad"); set_short("a frog"); set_long("It is your typical frog: small, green, and warty. However,\n"+ "perched atop its head is a tiny crown. Perhaps it is a prince\n"+ "or princess enchanted by some witch?\n"); set_race("frog"); set_level(1); set_frog(1); set_wc(4); crown = clone_object("/std/simple_armour"); crown->set_name("crown"); crown->add_alias("iron crown"); crown->set_short("An iron crown"); crown->set_long("Actually, it is made of iron and seems to only be "+ "painted gold.\nIt is tiny and would barely fit you.\n"); crown->set_class(1); crown->set_weight(2); crown->set_type("helmet"); /* Added by Banshee. 960118 */ crown->set_value(18); move_object(crown, this_object()); command("wear crown"); } }
void create_object(void) { set_short("Dithe the pirate shopkeeper",1); set_long("Dithe is a drunken slob of a shopkeeper. You feel your " + "trading skill increase every time he stumbles or bumps " + "into a shelf as he tries to move around his shop.\n"); set_name("dithe"); add_id("man"); add_id("shopkeeper"); add_id("dithe the shopkeeper"); set_level(2); set_race("human"); set_hp(80); set_al(0); set_gender(1); set_wc(1); set_ac(0); add_money(200); load_chat(1,({ "Dithe stumbles.\n", "Dithe bumps into a shelf.\n", "Dithe takes a small bottle from a pocket and drinks " + "from it when he thinks you're not looking.\n", "Dithe mumbles something incomprehensible.\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" }));
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", }) );
static void create() { ::create(); set_name("Onyxia's tail"); set_short("the SPIKED tail of Onyxia"); set_wc(256); add_id("tail"); add_property("unarmed_damage_type", ({ "blunt", "pierce" }));
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("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" }));
void create(){ ::create(); set_name("dagger"); set_short("%^BOLD%^%^BLUE%^Sapphire %^WHITE%^Dagger%^RESET%^"); set_wc(12); set_weight(10); set_value(10000); set_id( ({"blade", "sapphire dagger", "sapphire", "dagger"}) );
void create() { ::create(); set_name("pitchfork"); set_short("a pitchfork"); set_long("A long, three-pronged pitchfork for moving hay around."); set_type("projectile"); set_wc(7); set_weight(6); set_curr_value("gold", 1); }
void create() { ::create(); set_name("club"); set_short("a club"); set_long("A very crude wooden club."); set_wc(5); set_weight(11); set_type("blunt"); set_curr_value("gold", 1); }
void create() { ::create(); set_name("knife"); set_short("a small, sharp knife"); set_long("Thin, and razor sharp."); set_wc(15); set_type("knife"); set_weight(3); set_value(0); }
void create() { ::create(); set_name("sword"); set_short("rusty sword"); set_long("This sword is covered in rust and the edge isn't very sharp."); set_wc(5); set_weight(8); set_type("blade"); set_curr_value("gold", 3); }
void create() { ::create(); set_name("rock"); set_short("a rock"); set_long("A large rock; a primitive weapon indeed."); set_wc(5); set_type("blunt"); set_weight(12); set_curr_value("silver", 5); set_id(({ "rock", "large rock" }));
void create() { ::create(); set_name("sword"); set_short("Skeleton Sword"); set_long("This sword is finely crafted. Its been crafted by one of the most skilled " "weaponsmiths in the land, but for evil rather than good."); set_weight(30); set_value(260); set_type("blade"); set_wc(15); set_id(({"sword", "skeleton sword"}));
create() { ::create(); set_name("axe"); set_short("A large battle axe"); set_long("This is a huge two-handed battle axe made for strong " "people"); set_weight(28); set_curr_value("gold", 38); set_wc(5); set_type("axe"); set_id(({ "axe", "battle axe" }));
void create() { ::create(); set_name("fangs"); set_short("snake fangs"); set_long("The fangs are razor sharp. There is a thin layer of " "a yellow liquid that looks like venom."); set_mass(6); set_wc(5); set_type("knife"); set_id( ({ "fang", "fangs", "snake fangs" }) );
void create() { ::create(); set_name("whip"); set_short("%^RESET%^%^ORANGE%^a c%^YELLOW%^a%^RESET%^%^ORANGE%^t " "%^BOLD%^o'%^RESET%^%^ORANGE%^ n%^RED%^in%^ORANGE%^e ta" "%^BOLD%^i%^RESET%^%^ORANGE%^ls%^RESET%^"); set_long("A nine tailed whip. Ouch."); set_wc(15); set_type("flail"); set_weight(30); set_value(0); }
void create() { ::create(); set_name("dagger"); set_short("%^BOLD%^%^YELLOW%^Da%^RED%^gg%^YELLOW%^er " "%^RESET%^of %^BOLD%^%^BLACK%^D%^BLUE%^oo%^BLACK%^m%^RESET%^"); set_long("The whereabouts of this Dagger are very Mysterious. It " "has been around for as long as anyone can remember and Has a " "Very large diamond shaped blade which would do a lot of " "damage."); set_wc(16); set_weight(16); set_id(({ "doom", "dagger" }));
void create() { ::create(); set_name("staff"); set_short("staff of the moralian's"); set_long("This staff is a long crystal staff. It's total length is " "near 4 feet. Along it's length there is foggy liquid " "inside of it which is supposedly supposed to help out " "your minds inner eye."); set_wc(5); set_ac(1); set_type("blunt"); set_value(0); set_mass(15); }
create() { ::create(); call_flag = 0; set_id("cow"); set_short("a cow"); set_long("\ It's your average, everyday cow. It eyes you with soft brown eyes as it\n\ contentedly munches its cud. It'll probably be steaks pretty soon....\n"); set_level(1); set_spell_chance(10); set_spell_dam(0); set_ac(3); set_wc(5); add_money(30); }
void create() { ::create(); //set_weapon set_name(name); set_short(short); set_long(long); set_id(id); set_mass(5); set_curr_value("gold", 500); set_type(type); set_wc(12); set_hands(1); set_wield(wield); set_unwield(unwield); set_hit((:this_object(),"weapon_hit":)); }
void create_object(void) { set_short("an old storyteller"); set_long("An old, grey haired man dressed in a grey tunic. His " + "features are sharp and his deep blue eyes are bright and " + "intelligent. His long, slender fingers trace intricate " + "patterns trough the air as he tells epic tales of heroes " + "and villains. Maybe he would tell you a story about the "+ "valley if you sat down at his table and asked?\n"); set_name("storyteller"); add_id("man"); set_level(4); set_race("human"); set_hp(100); set_al(350); set_gender(1); set_wc(6); set_ac(1); set_unarmed(1); add_money(200 + random(200)); }
void create_object(void) { set_short("Lallan the apothecary",1); set_long("Lallan is a man in his fifties with graying hair and blue " + "eyes.\n"); set_name("apothecary"); add_id("lallan"); add_id("man"); set_level(4); set_race("human"); set_hp(100); set_al(200); set_gender(1); set_wc(6); set_ac(1); set_unarmed(1); add_property("no_flee"); add_money(200 + random(200)); load_chat(10,({ "Lallan says: Take my advice, leave while you still " + "can.\n", "Lallan says: If you're staying here, you'll be needing " + "my wares.\n" }));