#define SICKNESS (random(20) + 1) #define YOUR_CON (random((int)this_player()->query_constitution()) + 1) #define DMG (random(5) + 1) /* sea sickness damage */ #include <mudlib.h> inherit "room/ships/ship"; void sea_sickness(); void reset(status arg) { if(!present("bligh")) { move_object(clone_object("room/ships/crew/bligh"),this_object()); } if(arg) return; set_ship_name("bounty"); set_captain("Bligh"); set_ship_speed(1); set_short("the Bounty"); set_long( "You stand at the sterncastle of the bounty where a flag bearing \n"+ "the symbol of Tempus hangs over the sea, fluttering in the breeze.\n"+ "Several ropes stand coiled by the rails, and rigging fan out toward\n"+ "the masts above.\n"); set_items(({ "flag", "It flutters in the breeze", "symbol", "The coat of arms of Tempus city", "rope#ropes", "Several coils of rope sit by the railing", "rigging", "The rigging is a spider like web of rope extending toward \n"+ "the masts and crows nest above. Perhaps you could climb it?", "rail#rails#railing", "Its main purpose it to stop you from falling overboard. It \n"+ "is crafted from a fine red wood.\n", })); set_listen("You hear the sound of the waves pouncing the ship.\n"); set_smell("The salt air accosts your senses.\n"); set_weather(1, 4, 6); set_climb(8); set_fall_dam(10); set_exits(({ "room/ships/open/types/bounty/c_nest", "up", "room/ships/open/types/bounty/port", "port", "room/ships/open/types/bounty/s_board", "starboard", "room/city/jetty", "gang plank", })); } void init() { ::init(); call_out("sea_sickness", 1); } void sea_sickness() { if(SICKNESS > YOUR_CON) { write("You feel a little sea sick.\n"); this_player()->adj_hp(DMG); } }