/* Monster which talks both during a fight, and during */
/* peace. This monster also has a weapon wielded. */
/* It also moves in a random direction for each reset */
/* it gets. If there is no player in the room the */
/* monster can also wander around more often than once */
/* at each reset. */
/* Author : Goosestep */
inherit "/inherit/monster";
void reset(status arg) {
::reset(arg);
if(!present("shortsword")) {
object ssword;
ssword = clone_object("doc/examples/weapons/ssword");
move_object(ssword, this_object());
init_command("wield shortsword");
}
if(arg) return;
set_name("codlamin citizen");
set_alt_name("citizen");
set_level(3);
set_short("Codlamin citizen");
set_long(
"This is a resident of the city of Codlam. He looks very intelligent and\n"+
"strong, and he is armed. The Codlamin people are generally peaceful.\n");
set_alignment(-50);
/* chat while not fighting */
load_chat(5, ({
"The Citizen says: If you don't like the weather...wait ten minutes.\n",
"The Citizen says: You're not from here, are you?\n",
"The Citizen says: The wharves are dangerous...\n",
"The Citizen scratches his chin.\n",
"The Citizen says: Try the local vodka at Bart's. It's very tasty.\n",
"The Citizen looks up to check the weather.",
"The Citizen eyes you suspiciously.\n",
}));
/* chat when fighting */
load_a_chat(35, ({
"Citizen exclaims: Take that!\n",
"Citizen shouts: Help, Guards!\n",
"The Citizen squares off against you.\n",
}));
set_race("human");
set_gender(1);
add_money(random(100)); /* Give him some money */
set_move_at_reset(1); /* make him move to a new location at each reset */
set_wander(0,120); /* wander every 4 minutes if no player present */
}
/*
Notes: set_wander() has changed a little, yet to keep it compatible
with the old format, set_wander(chance, time). Time is still number of
heart beats. Chance is a dummy arg for old set_wander() fn uses.
*/