/* Monster which talks both during a fight, and during */ /* peace. This monster also has a weapon wielded. */ /* It also moves in a random direction for each reset */ /* it gets. If there is no player in the room the */ /* monster can also wander around more often than once */ /* at each reset. */ /* Author : Goosestep */ inherit "/inherit/monster"; void reset(status arg) { ::reset(arg); if(!present("shortsword")) { object ssword; ssword = clone_object("doc/examples/weapons/ssword"); move_object(ssword, this_object()); init_command("wield shortsword"); } if(arg) return; set_name("codlamin citizen"); set_alt_name("citizen"); set_level(3); set_short("Codlamin citizen"); set_long( "This is a resident of the city of Codlam. He looks very intelligent and\n"+ "strong, and he is armed. The Codlamin people are generally peaceful.\n"); set_alignment(-50); /* chat while not fighting */ load_chat(5, ({ "The Citizen says: If you don't like the weather...wait ten minutes.\n", "The Citizen says: You're not from here, are you?\n", "The Citizen says: The wharves are dangerous...\n", "The Citizen scratches his chin.\n", "The Citizen says: Try the local vodka at Bart's. It's very tasty.\n", "The Citizen looks up to check the weather.", "The Citizen eyes you suspiciously.\n", })); /* chat when fighting */ load_a_chat(35, ({ "Citizen exclaims: Take that!\n", "Citizen shouts: Help, Guards!\n", "The Citizen squares off against you.\n", })); set_race("human"); set_gender(1); add_money(random(100)); /* Give him some money */ set_move_at_reset(1); /* make him move to a new location at each reset */ set_wander(0,120); /* wander every 4 minutes if no player present */ } /* Notes: set_wander() has changed a little, yet to keep it compatible with the old format, set_wander(chance, time). Time is still number of heart beats. Chance is a dummy arg for old set_wander() fn uses. */