void create() { object ob; ::create(); set_gender( random(2)+1 ); /* OBJEDIT { */ set_str( 18 ); set_dex( 10 ); set_con( 24 ); set_spd( 20 ); set_wil( 4 ); set_int( 4 ); set_emp( 4 ); set_cha( 4 ); set_distant( "a fire lizard" ); set_specific( "the fire lizard" ); set_look( "~Name ~verbis small and red with a wingspan no greater than about a meter. ~Pron occasionally emits a small puff of smoke from ~poss nostrils. ~Pron is $(HP)." ); set_alt_name( "fire lizard" ); set_alt_plural( "fire lizards" ); set_plural( "lizards" ); set_name( "lizard" ); set_type( "animal" ); set_droppable( 1 ); set_weight( 12000 ); /* } OBJEDIT */ set_living_name( name ); set_food(query_food_capacity()/2); set_drink(query_drink_capacity()/2); set_known_forms( (["dragon": ({"dragon_bite","dragon_hide"}) ]) );
void create() { ::create(); set_gender( random(2)+1 ); /* OBJEDIT { */ set_spd( 11 ); set_con( 4 ); set_str( 4 ); set_dex( 14 ); set_wil( 9 ); set_cha( 15 ); set_int( 3 ); set_emp( 5 ); set_distant( "a rat" ); set_specific( "the rat" ); set_look( "It's a rat, a large, furry pest known for spreading disease and stealing grain. ~Pron is $(HP)." ); set_plural( "rats" ); set_name( "rat" ); set_type( "rodent" ); set_droppable( 1 ); set_weight( 3000 ); /* } OBJEDIT */ set_living_name( name ); set_food(query_food_capacity()); set_drink(query_drink_capacity()); set_product_aspect( C_RAT ); add_product( C_MEAT, 3, 10 ); add_product( C_PELT, 2, 20 ); //add_product( C_TAIL, 1, 10 ); set_known_forms( (["animal": ({ "bite", "dodge"}) ]) );
void create() { object ob; ::create(); set_gender( random(2)+1 ); /* OBJEDIT { */ set_spd( 12 ); set_con( 13 ); set_str( 14 ); set_dex( 15 ); set_wil( 10 ); set_cha( 3 ); set_int( 4 ); set_emp( 3 ); set_distant( "a wolf" ); set_specific( "the wolf" ); set_look( "~Name ~verbhas gray fur, penetrating yellow eyes, and a generally surly disposition. ~Pron is $(HP)." ); set_plural( "wolves" ); set_name( "wolf" ); set_type( "wolf" ); set_droppable( 1 ); set_weight( 45000 ); /* } OBJEDIT */ set_living_name( name ); set_food(query_food_capacity()/2); set_drink(query_drink_capacity()/2); add_form("animal"); set_form("animal", 1); remove_form("brawl"); set_race("canine"); set_wc((["piercing":6])); set_wimpy(30); /* set_env_var( "skin_type", "/monsters/skin/wolf_pelt" ); set_env_var( "meat_type", "/monsters/meat/wolf" ); */ set_product_aspect( C_WOLF ); add_product( C_MEAT, 3, 40 ); add_product( C_PELT, 7, 20 ); // add_product( C_TOOTH, 4, 40 ); clone_object("/ai/carnivore")->move(this_object()); ob = clone_object("/ai/aggro"); ob->set_aggro_level(10); ob->move(this_object()); }
void panic(const char *fmt, ...) { set_con(get_con()); va_list args; va_start(args, fmt); disable(); set_color(CRED, CBLACK); puts("\nPANIC: "); set_color(CBRIGHTWHITE, CBLACK); (void)do_printf(fmt, args, kprintf_help, NULL); va_end(args); while(1){ asm("cli\n" "hlt\n"); } }
void create() { ::create(); set_gender( random(2)+1 ); /* OBJEDIT { */ set_spd( 9 ); set_con( 8 ); set_str( 9 ); set_dex( 10 ); set_wil( 8 ); set_cha( 9 ); set_int( 5 ); set_emp( 7 ); set_type( "animal" ); /* } OBJEDIT */ set_living_name( name ); set_food(query_food_capacity()); set_drink(query_drink_capacity()); /* set_env_var( "skin_type", "/monsters/skin/deer_skin" ); */ set_product_aspect( C_DEER ); add_product( C_MEAT, 8, 20 ); //add_product( C_GREASE, 2, 30 ); //add_product( C_BONE, 4, 20 ); //add_product( C_HORN, 2, 10 ); add_product( C_PELT, 10, 20 ); add_form("animal"); set_form("animal", 1); remove_form("brawl"); set_race("bovine"); set_wc((["blunt":4])); set_wimpy(90); use_ai_module( "forage" ); }
create() { ::create(); /* OBJEDIT { */ set_gender( 1 ); set_spd( 10 ); set_con( 10 ); set_str( 10 ); set_dex( 10 ); set_wil( 10 ); set_cha( 10 ); set_int( 10 ); set_emp( 10 ); set_hp( 59 ); set_distant( "Harry the affectionate" ); set_specific( "Harry the affectionate" ); set_look( "~Pron ~verbis wearing faded brown overalls, and has a look of puzzlment on ~poss face. ~Pron ~verblook a bit drunk." ); set_name( "harry" ); add_alt_name( "harry the affectionate" ); /* } OBJEDIT */ set_wimpy(100); // probably never want people to be able to butcher him, ne? :P clone_object("/ai/talk")->move(this_object()); add_talk_response( "hello", "say Hello! I love everything!" ); add_talk_response( "how are you", "say I'm just peachy, thanks!" ); add_talk_response( "your name", ({ "smile", "say Harry's my name! Don't wear it out!", #'give_coin }) ); } void give_coin( string text, object actor, object target ) { object ob = clone_object("/obj/coins"); ob->move(this_object()); command("give coin to " + actor->query_name(), this_object()); } void on_hunger() { add_food( 100 ); }