/* An example "monster" * Made with the "new" monster system for FR. * Not much have changed.. * Baldrick, may '94 */ inherit "/obj/monster"; /* The setup routine, does most of the work. * Please keep the order of the set* * Please don't use set_guild_ob or set_race_ob unless it is nessesary.. * use the set_class & set_race instead.. * nessesary = it uses guild specific stuff.. (= not often used. ) */ void setup() { /* First, the obligatory.. */ /* Name, keep it lower case letters. */ set_name("exthief"); /* What we see. */ set_short("Exthief"); /* An alias.. (not obligatory)*/ add_alias("thief"); /* What we see when we look at the creep.. */ set_long("An ugly little creep.\n"); set_main_plural("exthieves"); /* not needed.. : */ //add_plurals("thieves"); /* 1 = male 2 = female*/ set_gender(1); /* set_race gives just a string, to get the stats from the true race you have * to use set_race_ob() * but always have set_race too.. */ set_race("human"); // set_race_ob("human"); /* This should be put before set_level! * Usually it was set_class, but that's just a string.. This need the full * path, but not the class thingie..(nor does set_race_ob) */ // set_guild_ob("/std/guilds/rouges/thief"); //set_class("thief"); /* here is the meat... the level in set_level is the hit dice.. * Remember, you can use random.. * set the stats first.. then the level.. */ /* set_str(14) and so on.. * you have a neato version: (easy to use.. stats *have* to be set in * a way or another.... */ set_random_stats(6,18); //will set radom between 6 & 18.. for all stats.. set_level(4); // set_level(roll(1,8)); // gives a level of 1d8 /* the XP_value is set by the level, but this will be changed.. * But you can put a set_xp here if the NPC / Monsie has special XP value.. * Not nessesary unless the mnsie has special attacks.. */ //set_kill_xp(200); /* Alignment, have to be in numbers.. negative is good, positive is evil.. * Don't ask me why... answers may be found in a Galaxy near you.. */ set_al(100); /* wimpy is known to you.. */ set_wimpy(0); /* add stuff: */ new("/baseobs/weapons/dagger")->move(this_object()); new("/baseobs/armours/leather")->move(this_object()); this_object()->init_equip(); /* Money? maybe.. */ adjust_money(10, "silver"); } /* setup */