#include <mudlib.h> inherit MONSTER; void reset(status arg) { object ob; ::reset(arg); if(arg) return; set_name("harry"); set_heart_ob(ob); set_race("human"); set_alias("thief"); add_class("thief"); add_class("mage"); load_spells(90, ({ "magic missile", "chill touch", "acid arrow", "charm person", "bbb", "cone of cold", })); add_class("fighter"); set_gender(1); set_short("harry the thief"); set_alignment(-100); set_long( "harry's scar pocked face peers out from his soiled ragged cloak, \n"+ "his eyes weepy and tired with sickness. Although harry is but a \n"+ "beggar, he is a skilled thief as well.\n"); set_level(8); set_steal_chance(20); load_chat(12, ({ "harry says: Hey, gimme some coppers.\n", "harry sneazes into his hands.\n", "harry picks his nose.\n", "harry asks: Eh, gimme one of those pal?\n", })); load_a_chat(15,({ "harry says: Gimme a break.\n", "harry exclaims: Bugger off!\n", "harry bursts out into tears!\n", "harry kicks you in the ribs.\n", "harry tries to hide in the shadows.\n", })); add_money(500); void monster_heart_beat() { int i; object*ob; ob = all_inventory(environment()); for (i=0;i<sizeof(ob);i++) { if(!living(ob[i]))continue; if((ob[i]->query_alignment() > 10) && (!query_attack())) { tell_room(environment(), "third iteration.\n"); ob[i]->hit_player(10); } } } }