#include <mudlib.h> #define PATH "d/coronos/w/angel/city/gardens/" inherit ROOM; void monster_died(); void reset(status arg) { object obj; if(!present("bunyip")) { obj = clone_object(MONSTER); obj -> set_name("bunyip"); obj -> set_level(6); obj -> set_short("A bunyip"); obj -> set_long( "This creature is huge, bearing a resemblance to a mixture\n"+ "between a platypus, an crocodile, and something large and\n"+ "pink! "); /* alexander the bunyip - but a mean one */ obj -> set_race("bunyip"); obj -> set_aggressive(1); obj -> set_hp(150); obj -> set_wc(10); obj -> set_ac(6); obj -> load_a_chat(10,({ "Bunyip says: Get out of my billabong!\n", "Bunyip says: Go away!\n", "Bunyip says: Leave me alone!\n", "Bunyip says: it's my billabong!\n", "Bunyip says: Leave my billabong!\n", })); obj -> add_spell_immunity("water"); obj -> add_spell_immunity("cold"); obj -> add_spell_immunity("poison"); obj -> load_spells(10,({ "cure wounds", "bless", })); obj -> set_dead_ob(this_object()); obj -> add_class("cleric"); obj -> add_class("thief"); obj -> add_class("fighter"); move_object(obj,this_object()); } if(arg) return; set_weather(1,4,6); /* sea is as close to water as i can get */ set_short("a billabong"); set_long( "The waters of the billabong are nice and cool; a refreshing change\n"+ "from the days troubles. \n"); set_exits(({ PATH+"garden7", "shore", })); } void monster_died() { object obj; tell_room(this_object(), "As bunyip dies the illusion covering his treasure dissapears.\n"); obj = clone_object(MONEY); obj -> set_money(100 + random(250)); move_object(obj, this_object()); obj = clone_object(ARMOUR); obj -> set_name("ring"); obj -> set_type("ring"); obj -> set_short("A golden ring"); obj -> set_long( "A beautiful ring set with a few small precious stones, \n"+ "that glow a soft blue light. Perhaps its magical?\n"); obj -> set_arm_light(1); obj -> set_ac(1); obj -> set_info( "The ring is magical and confers special protection on the wearer.\n"+ "The gems also glow a magic soft blue colour, equal to torch light.\n"); obj -> set_weight(4); obj -> set_value(200); /* because it has light */ obj -> set_enchanted(1); obj -> set_sell_destruct(1); move_object(obj, this_object()); obj = clone_object(WEAPON); obj -> set_name("handaxe"); obj -> set_alias("axe"); obj -> set_short("A small axe"); obj -> set_long( "A simple hand axe carved from the wood of a mountain ash.\n"+ "The blade is made of some strong steel and looks quite sharp.\n"); obj -> set_type("cleave"); obj -> set_wc(9); /* +1 handaxe */ obj -> set_weight(5); obj -> set_value(320); move_object(obj, this_object()); }