LPMUD/
LPMUD/BIN/
LPMUD/DOC/
LPMUD/MUDLIB/
LPMUD/MUDLIB/BANISH/
LPMUD/MUDLIB/D/
LPMUD/MUDLIB/DOC/
LPMUD/MUDLIB/DOC/DOMAINS/
LPMUD/MUDLIB/DOC/EFUN/
LPMUD/MUDLIB/DOC/EXAMPLES/
LPMUD/MUDLIB/DOC/EXAMPLES/ARMOUR/
LPMUD/MUDLIB/DOC/EXAMPLES/CONTAIN/
LPMUD/MUDLIB/DOC/EXAMPLES/FOOD/
LPMUD/MUDLIB/DOC/EXAMPLES/MAGIC/
LPMUD/MUDLIB/DOC/EXAMPLES/MONSTER/
LPMUD/MUDLIB/DOC/EXAMPLES/ROOM/
LPMUD/MUDLIB/DOC/EXAMPLES/WEAPONS/
LPMUD/MUDLIB/FUNCTION/
LPMUD/MUDLIB/INCLUDE/
LPMUD/MUDLIB/INCLUDE/FN_SPECS/
LPMUD/MUDLIB/INCLUDE/SKILLS/
LPMUD/MUDLIB/INFO/
LPMUD/MUDLIB/INHERIT/BASE/
LPMUD/MUDLIB/LOG/
LPMUD/MUDLIB/MANUALS/312/
LPMUD/MUDLIB/NEWS/
LPMUD/MUDLIB/OBJ/PARTY/
LPMUD/MUDLIB/OBJ/SHADOWS/
LPMUD/MUDLIB/OBJECTS/COMPONEN/
LPMUD/MUDLIB/OPEN/
LPMUD/MUDLIB/OPEN/LIBRARY/
LPMUD/MUDLIB/OPEN/PARTY/
LPMUD/MUDLIB/PLAYERS/
LPMUD/MUDLIB/PLAYERS/ZIL/
LPMUD/MUDLIB/ROOM/
LPMUD/MUDLIB/ROOM/CITY/ARENA/
LPMUD/MUDLIB/ROOM/CITY/CREATOR/
LPMUD/MUDLIB/ROOM/CITY/GARDEN/MONST/
LPMUD/MUDLIB/ROOM/CITY/OBJ/
LPMUD/MUDLIB/ROOM/CITY/PUB/
LPMUD/MUDLIB/ROOM/CITY/SHOP/
LPMUD/MUDLIB/ROOM/DEATH/
LPMUD/MUDLIB/ROOM/REGISTRY/
LPMUD/MUDLIB/SECURE/
LPMUD/MUDLIB/SECURE/UDP_CMD_/
LPMUD/MUDLIB/SKILLS/
LPMUD/MUDLIB/SKILLS/FIGHTER/
LPMUD/MUDLIB/SKILLS/THIEF/
LPMUD/MUDLIB/USR/
LPMUD/MUDLIB/USR/CREATORS/
LPMUD/MUDLIB/USR/PLAYERS/
object set_heart_ob(object ob);
object set_dead_ob(object ob);
object set_init_ob(object ob);
Comment: These fn allow you to use a heart_beat(), second_life(), and init()
in an alternative object ob.

int set_random_pick(int r);
Comment: If there is a gettable object in the room, the monster has r% chance
to pick it up each heart beat.

status set_move_at_reset(status i);
Comment: set_move_at_reset(1) will cause the monster to move every reset.

status set_aggressive(status a);
Comment: set_aggressive(1) will cause the monster to fight automatically when
a player enters the room.

string set_name(string n);
Comment: This will set living name automatically.
  
void set_level(int l);  
Comment: This will set the minimum requirements for level l.

void set_wander(int chance, int time);
Comment: the monster has chance% to move each heart beat after waiting time
heart beats.
  
/************************************/
/* old way for spells */
 
int set_chance(int c);
int set_spell_dam(int d);
  
string set_spell_mess1(string m);
string set_spell_mess2(string m);
string set_spell_type(string t);
 
string set_spell_skill_type(string str);

Comment: old way, this is not used any more but is left for compatibility.
 
/**************************************/
/* new way */

void set_spell(mixed *arr);
Comment: this loads a default spell, in a fashion the same as load_spell().
See spell2.doc. (This replaces above functions).

/* can call player spells */

void load_spells(int c, string *s);
Comment: *s is a list of spells (by there bin name). There is a c% chance per
heart to cast a spell. It is important to note the the monster must be of a
level capable of casting the spell.

Eg. load_spells(10,({ "clw", "mm", }));

  
/**************************************************************************/  
 
status init_command(string cmd);
Comment: commands the monster to 'cmd'

/***************************************************************************/ 

/***   Load Chats and Attack chats.   ***/  
 
void load_chat(int chance, string *strs);
Comment: there is a chance% chance per heart beart to say a chat string. 

Eg. load_chat(10,({ "Bob says: Hi.\n", "Bob peers into the distance.\n", }));


void load_a_chat(int chance, string *strs);
Comment: If the monster is attacking is will use attack chats instead of chats.
  
/***   Load language chat - Zilanthius ***/  
  
void load_l_chat(int chance, string lang, string *strs);
Comment: same as load_chat(), but spoken in language lang.
  


/************************************************************************/ 
/* load function added by Crombie, Sept 8, 1993 */

void load_monster(mixed name, int lev, string race);
Comment: This is another format for loading monsters. You will have to look at
the function in /inherit/monster.c.