create_monster() { int i; set_name("goblin"); set_living_name("goblin"); set_long("It's very small but it looks back on you and shows its teeth.\n"); set_race_name("goblin"); set_adj("small"); set_gender(2); /* male = 0, female = 1, other = 2 */ default_config_mobile(10); set_alignment(-70); set_aggressive(1); /* This monster is aggressive to all living objects comming close. He will try * to make the standard kill command. If the dis is not enough to attack * someone he won't. * * It's of course possible to make monstyers aggressive only to elves and so * on. You just redefine the init_attack() function, or make one on your * own. */ }
void setup_race() { set_race_name( "Angel of Decay" ); add_resistance( "poison", 100 ); add_resistance( "disease", 100 ); add_resistance( "psychic", 100 ); add_resistance( "holy", -50 ); }
/* * The create routine */ void create_monster() { set_name("tree_elf"); set_race_name("elf"); set_adj("agile"); set_long("He looks suspiciously back at you.\n"); /* * Yet another way to set the stats in a mobile * str dex con int wis dic */ set_stats( ({ 34, 60, 40, 65, 50, 63 }) );
void create_monster() { if (!IS_CLONE) return; set_name("alchemist"); set_race_name("alchemist"); set_living_name("_alchemist_"); set_adj("town"); set_long("@@my_long"); add_prop(CONT_I_WEIGHT,47000); /* 47 Kg */ add_prop(CONT_I_HEIGHT,87); /* 87 cm */ add_prop(LIVE_I_NEVERKNOWN,1); /* str dex con int wis dis */ set_stats(({ 22, 27, 21, 70, 70, 34}));
void create_monster() { set_name("chatter"); set_adj("chatting"); set_long("An example of a chatting monster.\n"); set_race_name("elf"); /* This chatter will say something every now and then... :) */ set_chat_time(5); /* Interval between chat */ /* And the list we will run through, it will be randomized but our chatter * won't say something he has already said from the list again until the * whole list is gone through, and randommized again. */ add_chat("Hi, how are you?"); add_chat("I'm talking to you ;-)"); add_chat("Don't you think this is fun?"); }
create_monster() { /* We ignore the master object */ if (!IS_CLONE) return; set_name("ugluk"); set_race_name("troll"); set_adj("nasty"); set_long("It is a very ugly and nasty lookin' troll.\n"); /* Average stat: 5 */ default_config_npc(5); /* But we want it to have more hitpoints */ set_base_stat(SS_CON, 20); set_hp(1000); seq_new("do_things"); seq_addfirst("do_things",({"@@arm_me","say Ok, come on you bastards!"}));
/* * The create routine, called create_monster() in this case since we inherit * /std/monster.c */ void create_monster() { /* * First we'll give the hermit a name. It's not really necessary but * it's always nice. Players can then adress this hermit as 'hurble'. * To let them 'exa hermit' we add the name 'hermit' too. Both set_name() * and add_name() are functions defined in /std/object.c. Since all * objects inherit /std/object.c you can call these functions in all * objects. */ set_name("hurble"); add_name("hermit"); /* * Living beings belong to a race. This one is human. */ set_race_name("human"); /* * Let's add some adjektives. The first adjektive we set to 'old' and * then we add 'skinny' too. This way players can both 'exa skinny hermit' * as well as 'exa old human' or 'exa old skinny hurble'. Nice, don't you * think? */ set_adj("old"); add_adj("skinny"); /* * You don't have to set the long description in a mobile, but perhaps * it's more fun to have some additional information about the mobile? * The long description is what player will see when they examine or * look at this object. */ set_long("It looks like he's been sitting here a while.\n"); /* * The short description is what players see when they look in a room * or check their inventory. If you don't set the dhort description then * default will be used, which in case of living beings is all adjektives * added and the race name when not introduced. If introduced, the name * of the being. In this case, 'old skinny human' as unmet and 'hurble' * as met (introduced). Note that if you set this short description, it * will always be shown, both as unmet ans met description. */ set_short("old skinny hermit"); /* * Then we want to set the stats of the mobile. This hermit is not * particulary strong or intelligent or anything. 15 in all stats. */ default_config_mobile(15); /* * Perhaps your mobile is skilled? This hermit is not, he just know * a little about herbalism. Try 'man skill_list' to see all skills * there are. The skills are defined in /sys/ss_types.h */ set_skill(SS_HERBALISM, 30); /* * We want the hermit to say things, and do some actions too. * set_act_time() is used to indicate how often we want the mobile to * do something, as well as set_chat_time() how often he should talk. * The higher the value the long between actions. */ set_act_time(5); add_act("emote makes some strange noise."); add_act("moan"); add_act( ({ "say I can do stuff after eaechothers too.", "smile" }) );
void setup_race() { set_race_name( "pumpkin" ); }