Пример #1
0
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",
    })
  );
Пример #2
0
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" }));
Пример #3
0
void frame::restore_hcode_pointer() {
  if (!is_interpreted_frame()) return;
  // Readjust hcode pointer
  u_char* obj  = hp();
  int   offset = MarkSweep::next_hcode_offset();
  // if (WizardMode) lprintf("[0x%lx+%d]\n", obj, offset);
  set_hp(obj + offset);
}
Пример #4
0
void setup(void) {
   set_race("gnome");
   set_name("bard");
   set_short("A bard");
   set_long("The bard is wearing brightly colored clothes " +
      "and is often the first to die.");
   set_level(1);
   set_max_hp(10);
   set_hp(10);
}
Пример #5
0
void frame::convert_hcode_pointer() {
  if (!is_interpreted_frame()) return;
  // Adjust hcode pointer to object start
  u_char* h   = hp();
  u_char* obj = (u_char*) as_memOop(Universe::object_start((oop*) h));
  set_hp(obj);
  // Save the offset
  MarkSweep::add_hcode_offset(h - obj);
  // if (WizardMode) lprintf("[0x%lx+%d]\n", obj, h - obj);
}
Пример #6
0
HutObj::HutObj( list<string> mdl_paths, list<string> col_paths, btVector3 pos ) :
	GameObj(mdl_paths.front(), col_paths.front(), "model", "HutObj", NONE, pos){
		mdl_paths.pop_front();
		col_paths.pop_front();
		
		spawn_list = mdl_paths;
		col_list = col_paths;

		get_body()->setGravity(btVector3(0,0,0));
		set_hp(500);
	};
Пример #7
0
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" } ) );
Пример #8
0
void create() {
    ::create();
    set_name("anarchin");
    set_short("Anarchin the anarchist");
    set_long("Anarchin is one of the leaders of the anarchist cult near the "
      "Tirunian border. Anarchin is the true anarchist at heart, and she "
      "despises anything to do with the law.");
    set_race("ogre");
    set_body_type("human");
    set_alignment(-900);
    set_gender("female");
    set_level(11);
    set_max_hp(300);
    set_hp(300);
    set_id(({ "anarchin", "anarchist", "anarchin the anarchist" }));
Пример #9
0
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));
}
Пример #10
0
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 );
}
Пример #11
0
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!"}));
Пример #12
0
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"
                  }));
Пример #13
0
void set_max_hp( int hp ) {
    bod::set_max_hp( hp );
    set_hp( hp );
}