inherit "/obj/armour"; /* Used to be /obj/armour */ void setup() { set_type("chain mail"); /* Will set up most of the armour for you */ set_name("chainmail"); /* The name is an identifier **/ add_adjective("bloody"); /* Will now react to both 'chainmail', * 'bloody chain mail' and 'bloody chainmail */ set_short("bloody chainmail"); /* What the players see */ set_main_plural("bloody chainmails"); /* What the the players see if there are more than one of that armour */ set_enchant(1); /* Makes the armour a +1 chain mail, meaning that * it's magic makes it protect you better. */ set_long("This is a really bloody chainmail. The blood can't be removed. "+ "Perhaps it's magical.\n"); /* What you see when you look at it */ /* Set_read_mess is what is returned when players read what is written on your weapon. This can be just about any string */ set_read_mess("Forged especially for Baergon by Ducky."); /* STOP here a moment a read! The above is all you need to make a piece of * armour. A table of legal armours can be found in /table/armour_table.c. * This table sets up ac, value, weight and type of armour for you. * If you want to change any of these, look below these comment lines. This * is not normally done however, so it may not be of any interest to you. * NOTE: There is an armoury (/obj/handlers/armoury) that includes most of * the baisc armour types. No reason to code what someone else have done * already, so use these when a proper weapon exists. The syntax for this is: * "/obj/handlers/armoury"->request_armour("chain mail", 100); * This will return a chain mail in perfect shape. It you want it to be * harmed by... say 30 percent, just exchange the 100 with 70. */ adjust_value(100); /* Increases the value by 100 GP */ adjust_weight(10); /* Increases the weight by 1 pound */ add_ac("magic","magic",4); /* Gives the armour a protection ration from * attacks of the form 'magic' */ }