#include <mudlib.h>
inherit ROOM;
static object armourer;
void reset(status arg) {
if(!present("thorin")) {
armourer = clone_object("room/city/monst/armourer");
armourer -> set_owner("thorin");
armourer -> set_name("thorin");
armourer -> set_alias("armourer");
armourer -> set_level(15);
armourer -> add_money(100 + random(1000));
armourer -> set_hp(1000);
armourer -> set_wc(20);
armourer -> set_ac(12);
armourer -> load_spells(12,({ "cure light wounds", "cure disease",
"curse", "bless", "poison", "slow poison",
"resist fire", "resist death", "resist lightning",
}));
armourer -> set_magic_resist(20);
armourer -> set_short("Thorin, the dwarvish armourer");
armourer -> set_long(
"Thorin is a typical dwarf, standing in leather apron and \n"+
"hard black boots. He is most happy working with metal, \n"+
"forging weapons and armour for the city garison and for \n"+
"the adventurers who stay within the city.\n");
armourer -> set_race("dwarf");
armourer -> add_class("cleric");
armourer -> set_forge(1);
armourer -> load_chat(20,({ "Thorin bashes some metal.\n",
"Thorin looks happily into the forge.\n",
"Thorin stoaks the forge.\n",
"Thorin happily forges a weapon.\n",
"Thorin happily forges some armour.\n",
"Thorin smiles happily.\n",
"Thorin asks: Is there anything I can do for you today?\n",
}));
armourer -> load_a_chat(5,({ "Thorin says: That's not a good idea.\n",
"Thorin says: If you leave, you will not be harmed.\n",
}));
armourer -> set_combat(20);
armourer -> set_multi_attack(15);
move_object(armourer, this_object());
}
if(arg) return;
set_short("the armourer");
set_long(
"All around the smell of metal and steel, mixed with the sounds \n"+
"of the forging hammer beating iron fills your senses. A rack \n"+
"of fine weapons stands in pride of place against the west wall,\n"+
"while a mighty forge stands in the middle of the room. There is\n"+
"a sign beside the door\n");
set_items(({
"sign", "Perhaps you should read it?",
"rack",
"A rack of fine dwarvish weapons",
"weapons",
"There are many sorts; battle axes, war hammers, swords...",
"forge",
"An ever burning, firery forge",
}));
set_exits(({
"room/city/dark_rd1", "southeast",
}));
set_weather(2,2,0);
}
void init() {
::init();
add_action("read", "read");
}
status read(string str) {
if(str == "sign") {
write("Thorin's Forge........Usage: make <item>\n");
return 1;
}
return 0;
}