/* A wandering guard */ #include <mudlib.h> inherit MONSTER; void chat(); void make_items(); void reset(status arg) { ::reset(arg); if(arg) { make_items(); return; } set_name("guard"); set_short("A city guard"); set_long( "This is a simple city guard from the city Tempus.\n"+ "He is weary from spending long hours at his post.\n"+ "Although he seems about to fall asleep, you're sure \n"+ "he knows you're here, and is ready to attack if need be!\n"+ "He has the look of experience about him.\n"); set_gender(1); set_level(10 + random(3)); /* add a little variation */ set_race("human"); add_money(300 + random(100)); add_class("mage"); add_class("fighter"); /* set_wander(25, 1000); */ load_spells(10, ({ "cure light wounds", "ice storm", "chill touch", })); load_chat(5, ({ "Guard says: Ok, move along, no loitering thankyou.\n", "Guard wipes the blade of his weapon.\n", "Guard looks about himself.\n", "Guard looks at you.\n", "Guard smiles happily.\n", "Guard says: No trouble from you I hope.\n" })); load_a_chat(6, ({ "Guard exclaims: Hey! That's not allowed!\n", "Guard bursts out into tears.\n", "Guard says: You'll never get away with this!\n", "Guard shouts: Help!! Help me!! Bandits!!\n" })); make_items(); } void init() { call_out("chat", 1); ::init(); } void chat() { if(!this_player()->query_stealth_on() && !this_player()->query_npc()) { tell_object(this_player(), "Guard bows as you arrive.\n"); say("Guard bows to "+ this_player()->query_name() +".\n", this_player()); } } void make_items() { object sword, armour; mixed *weapon_data; int i; weapon_data = ({ ({ "longsword", "An iron longsword", 13, 42, 5, 1800, }), ({ "shortsword", "An iron shortsword", 10, 24, 5, 520, }), ({ "broadsword", "An iron broadsword", 12, 42, 5, 1100, }), }); i = random(sizeof(weapon_data)); if(!present("sword")) { sword = clone_object("inherit/weapon"); sword -> set_name(weapon_data[i][0]); sword -> set_short("An iron "+weapon_data[i][0]); sword -> set_long(weapon_data[i][1]); sword -> set_wc(weapon_data[i][2]); sword -> set_length(weapon_data[i][3]); sword -> set_weight(weapon_data[i][4]); sword -> set_value(weapon_data[i][5]); sword -> set_type("slash"); sword -> set_alias("sword"); sword -> set_long( "This simple weapon bears the insignia of the city guard \n"+ "of the city Tempus. Although well used it is in reasonable "+ "condition.\n"); move_object(sword, this_object()); init_command("wield sword"); } if(!present("armour")) { armour = clone_object("inherit/armour"); armour -> set_name("chainmail"); armour -> set_ac(3); armour -> set_type("armour"); armour -> set_weight(4); armour -> set_value(1200); armour -> set_short("A suit of chainmail"); armour -> set_long( "A suit of chainmail armour that bears the crest of the \n"+ "guards of the city of Tempus. It smells of sweat. Obviously\n"+ "it has been well used.\n"); move_object(armour, this_object()); init_command("wear armour"); } set_ac(9 + random(3)); set_wc(14 + random(3)); }