#include <mudlib.h>
#define PATH "d/coronos/w/angel/city/gardens/"
inherit ROOM;
void monster_died();
void reset(status arg) {
object obj;
if(!present("bunyip")) {
obj = clone_object(MONSTER);
obj -> set_name("bunyip");
obj -> set_level(6);
obj -> set_short("A bunyip");
obj -> set_long(
"This creature is huge, bearing a resemblance to a mixture\n"+
"between a platypus, an crocodile, and something large and\n"+
"pink! "); /* alexander the bunyip - but a mean one */
obj -> set_race("bunyip");
obj -> set_aggressive(1);
obj -> set_hp(150);
obj -> set_wc(10);
obj -> set_ac(6);
obj -> load_a_chat(10,({ "Bunyip says: Get out of my billabong!\n",
"Bunyip says: Go away!\n",
"Bunyip says: Leave me alone!\n",
"Bunyip says: it's my billabong!\n",
"Bunyip says: Leave my billabong!\n",
}));
obj -> add_spell_immunity("water");
obj -> add_spell_immunity("cold");
obj -> add_spell_immunity("poison");
obj -> load_spells(10,({ "cure wounds", "bless", }));
obj -> set_dead_ob(this_object());
obj -> add_class("cleric");
obj -> add_class("thief");
obj -> add_class("fighter");
move_object(obj,this_object());
}
if(arg) return;
set_weather(1,4,6); /* sea is as close to water as i can get */
set_short("a billabong");
set_long(
"The waters of the billabong are nice and cool; a refreshing change\n"+
"from the days troubles. \n");
set_exits(({
PATH+"garden7", "shore",
}));
}
void monster_died() {
object obj;
tell_room(this_object(),
"As bunyip dies the illusion covering his treasure dissapears.\n");
obj = clone_object(MONEY);
obj -> set_money(100 + random(250));
move_object(obj, this_object());
obj = clone_object(ARMOUR);
obj -> set_name("ring");
obj -> set_type("ring");
obj -> set_short("A golden ring");
obj -> set_long(
"A beautiful ring set with a few small precious stones, \n"+
"that glow a soft blue light. Perhaps its magical?\n");
obj -> set_arm_light(1);
obj -> set_ac(1);
obj -> set_info(
"The ring is magical and confers special protection on the wearer.\n"+
"The gems also glow a magic soft blue colour, equal to torch light.\n");
obj -> set_weight(4);
obj -> set_value(200); /* because it has light */
obj -> set_enchanted(1);
obj -> set_sell_destruct(1);
move_object(obj, this_object());
obj = clone_object(WEAPON);
obj -> set_name("handaxe");
obj -> set_alias("axe");
obj -> set_short("A small axe");
obj -> set_long(
"A simple hand axe carved from the wood of a mountain ash.\n"+
"The blade is made of some strong steel and looks quite sharp.\n");
obj -> set_type("cleave");
obj -> set_wc(9); /* +1 handaxe */
obj -> set_weight(5);
obj -> set_value(320);
move_object(obj, this_object());
}