#define SICKNESS (random(20) + 1) #define YOUR_CON (random((int)this_player()->query_constitution()) + 1) #define DMG (random(5) + 1) /* sea sickness damage */ #include <mudlib.h> inherit ROOM; void sea_sickness(); void reset(status arg) { object ob; int i; if(!present("locker")) { for(i=0; i<3; i++) { ob = clone_object(CONTAINER); ob -> set_name("locker"); ob -> set_short("A foot locker"); ob -> set_long( "A sturdy wooden foot locker with hinges of iron and locks \n"+ "of steel. It is designed to handle the rough weather of the \n"+ "open seas. \n"); ob -> set_weight(1000); ob -> set_value(100); ob -> set_closed(1); ob -> set_locked(1); ob -> set_lock_id("lock"); ob -> set_key_id("iron key"); move_object(ob, this_object()); ob = clone_object("objects/torch"); move_object(ob, present("locker")); ob = clone_object("objects/rope"); move_object(ob, present("locker")); } } if(arg) return; set_short("the bounty"); set_long( "A sturdy rail seperates you from the sea here on the starboard side \n"+ "of the bounty. The rigging extends upward toward the main mast and a \n"+ "few foot lockers that hold lanterns and wet weather gear sit beside "+ "it.\n"); set_items(({ "rigging", "The rigging is a spider like web of rope leading up", "main mast#mast", "The mast supports strong canvas sails above", })); set_listen("You hear the sound of the waves pouncing the ship.\n"); set_smell("The salt air accosts your senses.\n"); set_weather(1, 4, 6); set_exits(({ "room/ships/open/types/bounty/stern", "stern", "room/ships/open/types/bounty/port", "port", "room/ships/open/types/bounty/bow", "bow", })); } void init() { ::init(); call_out("sea_sickness", 1); } void sea_sickness() { if(SICKNESS > YOUR_CON) { write("You feel a little sea sick.\n"); this_player()->adj_hp(DMG); } }