/
LIB3/
LIB3/D/ADMIN/
LIB3/D/ADMIN/OBJ/
LIB3/D/ADMIN/ROOM/W/
LIB3/D/HOME/
LIB3/D/HOME/CITY/ARENA/
LIB3/D/HOME/CITY/ITEMS/
LIB3/D/HOME/CITY/POSTOFFI/
LIB3/DOC/
LIB3/GLOBAL/SPECIAL/
LIB3/GLOBAL/VIRTUAL/
LIB3/NET/
LIB3/NET/CONFIG/
LIB3/NET/DAEMON/CHARS/
LIB3/NET/GOPHER/
LIB3/NET/INHERIT/
LIB3/NET/OBJ/
LIB3/NET/SAVE/
LIB3/NET/VIRTUAL/
LIB3/OBJ/B_DAY/
LIB3/OBJ/HANDLERS/TERM_TYP/
LIB3/PLAYERS/B/
LIB3/PLAYERS/N/
LIB3/ROOM/
LIB3/SAVE/
LIB3/SAVE/BOARDS/
LIB3/SAVE/ENVIRON/
LIB3/SAVE/POST/
LIB3/STD/COMMANDS/SHADOWS/
LIB3/STD/CREATOR/
LIB3/STD/DOM/
LIB3/STD/EFFECTS/
LIB3/STD/EFFECTS/HEALING/
LIB3/STD/EFFECTS/OTHER/
LIB3/STD/EFFECTS/POISONS/
LIB3/STD/ENVIRON/
LIB3/STD/GUILDS/
LIB3/STD/LIQUIDS/
LIB3/STD/ROOM/
LIB3/STD/TRIGGER/SHADOW/
LIB3/W/
LIB3/W/BANNOR/
LIB3/W/NEWSTYLE/
inherit "/std/races/standard";


void    setup()
{
    set_name( "robot" );
    set_main_plural( "robots" );
    set_long( "Large metallic automaton which resembles a human.\n" );

    /* All the parts will be related to mechanical parts        */
    /* They will also be valuable to some extent. Hey, they are */
    /* spare parts after all.                                        */

    bits = ({ 
		 "head", 0, ({ 0, 2, 20, "left optical", "right optical",
			       "left air intake", "right air intake" }),
		 "left optical", "optical", ({ "head", 1, 5 }),
		 "right optical", "optical", ({ "head", 1, 5 }),
		 "left air intake", "intake", ({ "head", 1, 5 }),
		 "right air intake", "intake", ({ "head", 1, 5 }),
		 "torso", "guts", ({ 0, 400, 200, "oil reservoir", "left oil filter",
				     "right oil filter", "servo motor", "speaker" }),
		 "oil reservoir", "reservoir", ({ "torso", 5, 25 }),
		 "left oil filter", "filter", ({ "torso", 5, 15 }),
		 "right oil filter", "filter", ({ "torso", 5, 15 }),
		 "servo motor", "motor", ({ "torso", 20, 75 }),
		 "speaker", 0, ({ "torso", 15, 100 }),
		 "left arm", "arm", ({ 0, 28, 75 }),
		 "right arm", "arm", ({ 0, 28, 75 }),
		 "left leg", "leg", ({ 0, 30, 100 }),
		 "right leg", "leg", ({ 0, 30, 100 }),
		  });
}				/* setup() */


string  query_desc( object ob )
{
    return "A roughly humanoid metallic creature";
}				/* query_desc() */


void    set_stats( object ob )
{
    ob->set_bonus_str( 4 );
    ob->set_bonus_dex( -2 );
    ob->set_bonus_con( 4 );
    ob->set_bonus_int( -3 );
    ob->set_bonus_wis( -3 );
    set_max_light( 200 );
    set_min_light( -20 );
}				/* set_stats() */