/* /daemon/combat.c * From the Nightmare V Object Library * Single point for storing the large arrays where combat messages are * defined. * Created by Descartes of Borg 961117 * Version: %A% * Last modified: %D% */ #include <lib.h> inherit LIB_DAEMON; private mixed array BLADES = ({ // no damage ({ ({ ({ "take" }), "$target_verb the cut from $limb without a " "flinch." }) }), // damage < 5 ({ ({ ({ "prick" }), "$agent_verb $target_name lightly in the $limb with " "$using." }), ({ ({ "prick" }), "$agent_verb $target_name superficially in the $limb " "with $using." }), ({ ({ "prick" }), "just barely $agent_verb $target_name in the $limb " "with $using." }) }), // damage < 10 ({ ({ ({ "prick" }), "$agent_verb $target_name decently in the $limb with " "$using." }), ({ ({ "prick" }), "$agent_verb $target_name annoyingly in the $limb " "with $using." }), ({ ({ "prick" }), "solidly $agent_verb $target_name in the $limb " "with $using." }) }), // damage < 15 ({ ({ ({ "scratch" }), "$agent_verb $target_name mildly in the $limb " "with $using."}), ({ ({ "scratch" }), "barely $agent_verb $target_name in the $limb " "with $using." }), ({ ({ "scratch" }), "$agent_verb $target_name in the $limb with " "$using." }) }), // damage < 20 ({ ({ ({ "scratch" }), "$agent_verb $target_name nastily in the $limb " "with $using." }), ({ ({ "scratch" }), "$agent_verb $target_name wickedly in the $limb " "with $using." }) }), // damage < 25 ({ ({ ({ "jab" }), "$agent_verb $target_name in the $limb with $using." }), ({ ({ "jab" }), "quickly $agent_verb $target_name in the $limb with " "$using." }) }), // damage < 30 ({ ({ ({ "jab" }), "$agent_verb $target_name meanly in the $limb with " "$using." }), ({ ({ "jab" }), "$agent_verb $target_name solidly in the $limb with " "$using." }) }) }); private mixed array MOVES = ({ // baby moves ({ ({ ({ "shake" }), "$agent_name $agent_verb oddly and " }), ({ ({ "dance" }), "$agent_name $agent_verb and " }), ({ ({ "shout" }), "$agent_name $agent_verb profanities and " }), ({ ({ "sidestep" }), "$agent_name $agent_verb weakly and " }), ({ ({ "blow" }), "$agent_name $agent_verb snot and " }), ({ ({ "swing" }), "$agent_name $agent_verb blindly and " }), ({ ({ "bellow" }), "$agent_name $agent_verb loudly and " }), ({ ({ "see" }), "$agent_name $agent_verb an opening and " }), ({ ({ "stumble" }), "$agent_name $agent_verb fortuitously and " }) }), // better moves ({ ({ ({ "grunt" }), "$agent_name $agent_verb angrily and " }), ({ ({ "scream" }), "$agent_name $agent_verb \"Die!\", and " }), ({ ({ "spit", "blow" }), "$agent_name $agent_verb, $agent_verb, and "}), ({ ({ "slobber" }), "$agent_name $agent_verb evilly and " }), ({ ({ "duck" }), "$agent_name $agent_verb and " }), ({ ({ "rant" }), "$agent_name $agent_verb, \"Aaaarrrrggghhh!\" and " }), ({ ({"glare"}), "$agent_name $agent_verb at $target_name evilly and "}), ({ ({ "growl" }), "$agent_name $agent_verb menacingly and " }) }), // awesome moves ({ ({ ({ "rally" }), "$agent_name $agent_verb with determination and " }), ({ ({ "lunge" }), "$agent_name $agent_verb quickly and " }), ({ ({ "twirl" }), "$agent_name $agent_verb with finesse and " }), ({ ({ "execute" }), "$agent_name $agent_verb a diving roll and " }), ({ ({ "go" }), "$agent_name $agent_verb completely berserk and " }), ({ ({ "whirl" }), "$agent_name $agent_verb blurringly and " }) }) }); #if 0 mixed array GetMessages(string type) { switch(type) { case "blade": return BLADES; case "blunt": return BLUNTS; case "knife": return KNIVES; case "projectile": return PROJECTILES; default: return BLUNTS; } } #endif mixed array GetMove(int amt) { mixed list; if( amt < 2 ) { return 0; } amt = random(amt); if( amt < 4 ) { list = MOVES[0]; } else if( amt < 7 ) { list = MOVES[1]; } else { list = MOVES[2]; } return list[random(sizeof(list))]; }