/* Cuthbert requires more than the average NPC. He wants
*cutting edge fashion. If items are going to be truly
*unique, add them this way, otherwise, add them to the armoury
*for all to share. Don't make weapons unless you know what you are
*doing.
*/
#include <armoury.h>
#define TO this_object()
inherit "/obj/monster";
//We need to give him some items
object cape, trousers;
void setup() {
set_name( "cuthbert" );
set_short( "Cuthbert" );
add_property("determinate", "");
add_alias( ({"npc", "warrior", "man"}) );
set_long("Cuthbert is a fashion victim. Not content with off the peg "
"stuff, he wants clothing unique to him. Fair enough, let's give him"
" some.\n");
basic_setup ("human", "warrior", 50);
set_gender( 1 );
add_language( "common" );
set_language( "common" );
load_chat( 50, ({
1, ":checks his equipment.",
1, ":feels all snuggly and warm in his new clothes."
}) );
load_a_chat( 150, ({
1, "'Oof!",
1, ":is happy to die so you can learn.",
1, "You feel Someone is waiting in the wings."}) );
ARMOURY->request_item( "short sword",
70+random(30))->move( TO );
ARMOURY->request_item( "baggy leather loincloth",
70+random(30))->move( TO );
ARMOURY->request_item( "metal helmet",
70+random(30))->move( TO );
//Clone some clothes, make them trousers, give them all normal
//properties, add some pockets, and some factors for condition
//and resistance.
trousers = clone_object( "/obj/clothing" );
trousers->set_name( "britches" );
trousers->add_adjective(({"pair", "of"}));
trousers->set_short( "pair of britches" );
trousers->add_alias("trousers");
trousers->set_long( "These are funky purple flaired britches, made of camel"
"skin with beaver fur lining.\n" );
trousers->set_value( 100 );
trousers->set_weight( 7 );
//All clothing must have a type. Type
//exec return m_indices("/obj/handlers/clothing_handler"
//->query_all_clothing_types());
//for a list of possibilities.
trousers->set_type( "trousers" );
trousers->add_pocket( "side", 100 );
trousers->add_pocket( "side", 100 );
trousers->set_damage_chance( 10 );
trousers->set_max_cond( 800 );
trousers->set_cond( 600 + random( 200 ) );
trousers->move( TO );
cape = clone_object( "/obj/clothing" );
cape->set_name( "cape" );
cape->set_short( "orange cape" );
cape->add_adjective("orange");
cape->set_long( "Orange velvet has been made into a large cape. It is bright "
"and garish.\n" );
cape->set_value( 100 );
cape->set_weight( 7 );
cape->set_type( "cape" );
cape->set_damage_chance( 10 );
cape->set_max_cond( 800 );
cape->set_cond( 600 + random( 200 ) );
cape->move( TO );
init_equip();
give_money( 10, 30, "Ankh-Morpork pence" );
} /* ends setup() */