void extra_reset()
{
object orc, weapon;
int n,i,class,value,weight;
string w_name,alt_name;
i = 0;
if (!present("orc")) {
while(i<8) {
i += 1;
orc = clone_object("obj/monster");
orc->set_name("orc");
orc->set_alias("dirty crap");
orc->set_race("orc");
orc->set_level(random(2) + 1);
orc->set_hp(30);
orc->set_ep(1014);
orc->set_al(-60);
orc->set_short("An orc");
orc->set_ac(0);
orc->set_aggressive(1);
orc->load_a_chat(40, "room/orc_vall"->get_chats());
n = random(3);
weapon = clone_object("obj/weapon");
if (n == 0) {
w_name = "knife";
class = 5;
value = 8;
weight = 1;
alt_name = "knife"; /* JnA: 901127 axes != knives */
}
if (n == 1) {
w_name = "curved knife";
class = 7;
value = 15;
weight = 1;
alt_name = "knife";
}
if (n == 2) {
w_name = "hand axe";
class = 9;
value = 25;
weight = 2;
alt_name = "axe";
}
weapon->set_name(w_name);
weapon->set_class(class);
weapon->set_value(value);
weapon->set_weight(weight);
weapon->set_alt_name(alt_name);
transfer(weapon, orc);
command("wield " + w_name, orc);
move_object(orc, this_object());
}
}
}
void init()
{
add_action("south", "south");
add_action("north", "north");
}
int north()
{
if (present("orc")) {
write("An orc bars your way.\n");
return 1;
}
this_player()->move_player("north#room/orc_treasure");
return 1;
}
int south()
{
this_player()->move_player("south#room/orc_vall");
return 1;
}
void long()
{
write("This is the local strong point of the orcs.\n");
write("There is an entrance to a small room to the north.\n");
}
string short() {
return "The orc fortress";
}
void reset(int arg)
{
if (!arg)
set_light(1);
extra_reset();
}