#include <mudlib.h> inherit ROOM; object obj1, obj2; void reset(status arg) { if(!find_living("cinthia")) { obj1 = clone_object(MONSTER); obj1 -> set_name("cinthia"); obj1 -> set_alias("girl"); obj1 -> set_alt_name("peasant"); obj1 -> set_level(4); obj1 -> set_short("Cinthia the peasant girl"); obj1 -> set_long( "Cinthia is a kindly, young peasant girl who sweeps the \n"+ "pathways of market street. She has honey-golden hair \n"+ "and the prettiest of smiles.\n"); obj1 -> set_hp(80); obj1 -> add_class("cleric"); obj1 -> load_spells(20,({ "cure light wounds", })); obj1 -> set_wc(8); obj1 -> set_ac(4); obj1 -> set_race("human"); obj1 -> set_gender(2); obj1 -> set_al(1000); obj1 -> load_chat(15,({ "Cinthia sweeps the street.\n", "Cinthia smiles sweetly.\n", "Cinthia says: Hullo stranger.\n", "Cinthia smiles happily.\n", "Cinthia smiles cutely.\n", "Cinthia cleans the street.\n", "Cinthia smiles at you.\n", })); obj1 -> load_a_chat(15,({ "Cinthia cries.\n", "Cinthia bursts out into tears.\n", "Cinthia screams.\n", "Cinthia exclaims: Leave me alone!\n", "Cinthia shouts: Help guards!\n", "Cinthia shouts: Help! Earothas, help me!\n", })); obj1 -> set_heart_ob(this_object()); obj1 -> set_wander(50,900); obj1 -> add_money(20); move_object(obj1, this_object()); } if(!present("broom", find_living("cinthia"))) { obj2 = clone_object(TREASURE); obj2 -> set_name("broom"); obj2 -> set_short("A wooden broom"); obj2 -> set_long( "A wooden broom with a straw bottom. It looks well used.\n"); obj2 -> set_value(10); obj2 -> set_sell_destruct(1); move_object(obj2, find_living("cinthia")); } if(arg) return; set_short("Market Street"); set_long( "\tMarket Street\n"+ "The street here is a mess with the last nights drinkers, spoiling \n"+ "and staining the fine workmanship of the cobblestones. There is \n"+ "even beer on the walls of the city gardens to the southwest.\n"); set_items(({ "beer#vomit#mess", "A mess of vomit and beer", "cobblestones", "The fine cobblestones of dwarvish design are a mess with \n"+ "a night of revalry of the local inhabitants of Tempus city", "walls#wall", "The walls of the city gardens", })); set_weather(1,1,0); set_exits(({ "room/city/market2", "north", "room/city/market4", "south", "room/city/garden/e_gate", "southwest", })); } void monster_heart_beat() { object mon; if(find_living("cinthia")->query_attack()) { mon = clone_object("room/city/monst/guard1"); move_object(mon, environment(find_living("cinthia"))); mon -> add_secondary_attacker(find_living("cinthia")->query_attack()); tell_room(environment(find_living("cinthia")), "A guard comes to Cinthia's aid!\n"); } }