#include <mudlib.h>
inherit MONSTER;
void reset(status arg) {
object ob;
::reset(arg);
if(arg) return;
set_name("harry");
set_heart_ob(ob);
set_race("human");
set_alias("thief");
add_class("thief");
add_class("mage");
load_spells(90, ({ "magic missile", "chill touch",
"acid arrow", "charm person", "bbb", "cone of cold", }));
add_class("fighter");
set_gender(1);
set_short("harry the thief");
set_alignment(-100);
set_long(
"harry's scar pocked face peers out from his soiled ragged cloak, \n"+
"his eyes weepy and tired with sickness. Although harry is but a \n"+
"beggar, he is a skilled thief as well.\n");
set_level(8);
set_steal_chance(20);
load_chat(12, ({ "harry says: Hey, gimme some coppers.\n",
"harry sneazes into his hands.\n",
"harry picks his nose.\n",
"harry asks: Eh, gimme one of those pal?\n",
}));
load_a_chat(15,({ "harry says: Gimme a break.\n",
"harry exclaims: Bugger off!\n",
"harry bursts out into tears!\n",
"harry kicks you in the ribs.\n",
"harry tries to hide in the shadows.\n",
}));
add_money(500);
void monster_heart_beat() {
int i;
object*ob;
ob = all_inventory(environment());
for (i=0;i<sizeof(ob);i++) {
if(!living(ob[i]))continue;
if((ob[i]->query_alignment() > 10) &&
(!query_attack())) {
tell_room(environment(), "third iteration.\n");
ob[i]->hit_player(10);
}
}
}
}