inherit "/obj/armour"; /* Used to be /obj/armour */
void setup()
{
set_type("chain mail"); /* Will set up most of the armour for you */
set_name("chainmail"); /* The name is an identifier **/
add_adjective("bloody"); /* Will now react to both 'chainmail',
* 'bloody chain mail' and 'bloody chainmail */
set_short("bloody chainmail"); /* What the players see */
set_main_plural("bloody chainmails"); /* What the the players see if there
are more than one of that armour */
set_enchant(1); /* Makes the armour a +1 chain mail, meaning that
* it's magic makes it protect you better. */
set_long("This is a really bloody chainmail. The blood can't be removed. "+
"Perhaps it's magical.\n"); /* What you see when you look at it */
/* Set_read_mess is what is returned when players read what is written on
your weapon. This can be just about any string */
set_read_mess("Forged especially for Baergon by Ducky.");
/* STOP here a moment a read! The above is all you need to make a piece of
* armour. A table of legal armours can be found in /table/armour_table.c.
* This table sets up ac, value, weight and type of armour for you.
* If you want to change any of these, look below these comment lines. This
* is not normally done however, so it may not be of any interest to you.
* NOTE: There is an armoury (/obj/handlers/armoury) that includes most of
* the baisc armour types. No reason to code what someone else have done
* already, so use these when a proper weapon exists. The syntax for this is:
* "/obj/handlers/armoury"->request_armour("chain mail", 100);
* This will return a chain mail in perfect shape. It you want it to be
* harmed by... say 30 percent, just exchange the 100 with 70. */
adjust_value(100); /* Increases the value by 100 GP */
adjust_weight(10); /* Increases the weight by 1 pound */
add_ac("magic","magic",4); /* Gives the armour a protection ration from
* attacks of the form 'magic' */
}