#include <mudlib.h> inherit MONSTER; object armour, cloak, knife; void make_items(); void reset(status arg) { ::reset(arg); if(arg) make_items(); set_name("bandit"); set_race("human"); set_gender(1); set_short("A simple bandit"); set_long( "This bandit is attempting to look rough and tough in an \n"+ "attempt to steal money from peole. He hasn't yet succeeded. \n"+ "Bandit is human.\n"); set_level(2); set_hp(60); add_money(10 + random(20)); set_al(-100); load_chat(10, ({ "Bandit looks at you with shifty eyes.\n", "Bandit sneazes due to the night air.\n", "Bandit shivers in the night air.\n", "Bandit says: Hey, give me your money.\n", "Bandit exclaims: I gotta make a living somehow!\n", "Bandit eyes your money pouch.\n", "Bandit asks: Please, can you give me your money?\n" })); load_a_chat(12, ({ "Bandit exclaims: Help! Guards! I'm being robbed!\n", "Bandit says: You big meanie.\n", "Bandit tries to run away, but fails!\n", "Guard cries out for help.\n" })); msgin = "sneaks in"; msgout = "sneaks out"; set_heart_ob(this_object()); make_items(); } void make_items() { int i; if(!present("armour")) { armour = clone_object(ARMOUR); armour -> set_name("bracers"); armour -> set_alias("bands"); armour -> set_type("armour"); armour -> set_alt_name("arm bands"); armour -> set_ac(1); armour -> set_weight(2); armour -> set_short("A pair of golden arm bands"); armour -> set_long("These golden bracers have many strange runes \n"+ "enscribed into its surface. Perhaps they are magical?\n"); armour -> set_value(200); armour -> set_enchanted(1); armour -> set_info("These are bracers of defence"); armour -> set_armour_material("mithril"); move_object(armour, this_object()); command("wear armour",this_object()); } if(!present("cloak")) { cloak = clone_object("inherit/clothing"); cloak -> set_name("cloak"); if(!random(2)) { cloak -> set_short("A black hooded cloak"); cloak -> set_long( "A simple black hooded cloak. Ideal for cold n ights.\n"); } else { cloak -> set_short("A grey hooded cloak"); cloak -> set_long("A simple grey hooded cloak. Ideal for cold nights.\n"); } cloak -> set_weight(1); cloak -> set_value(50); cloak -> set_sell_destruct(1); move_object(cloak, this_object()); command("wear cloak",this_object()); } if(!present("knife")) { for(i=0; i<2; i++) { knife = clone_object(WEAPON); knife -> set_length(12); knife -> set_wc(6); knife -> set_weight(3); knife -> set_value(110); knife -> set_type("slash"); knife -> set_name("knife"); knife -> set_short("A knife"); knife -> set_long("A simple knife. The workmanship is rather average.\n"); move_object(knife, this_object()); } init_command("wield knife"); init_command("wield knife 2 in left hand"); } this_object()->set_ac(3); this_object()->set_wc(6); } void monster_heart_beat() { string tmp1, tmp2; int i; object *obj; obj = all_inventory(environment()); for(i=0; i<sizeof(obj); i++) { if(obj[i] -> id("corpse")) { tell_room(environment(), "Bandit takes corpse.\n"); move_object(present("corpse"), this_object()); } } } void catch_tell(string str) { string tmp1, tmp2, tmp3, tmp4; int i; if(sscanf(str, "%s gives you %s\n", tmp1, tmp2)) { if(sscanf(tmp2, "%d coins", i)) { tell_room(environment(), "Bandit says: Thanks buddie.\n"+ "Bandit leaves for the pub.\n"); move_object(this_object(), PUB); } } else if(sscanf(str, "%s says: %s\n", tmp1, tmp2)) { if(sscanf(tmp2, "hullo%s", tmp3)) { tell_room(environment(), "Bandit says: Hi there "+ capitalize(tmp1)+"\n"); } else if(sscanf(tmp2, "bye%s", tmp3)) { tell_room(environment(), "Bandit says: Byebye "+ capitalize(tmp1) +"\n"); } } else if(sscanf(str, "%s leaves%s\n", tmp1, tmp2)) { command(tmp2, this_object()); /* follows you */ } }