#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/ships/ship";
void sea_sickness();
void reset(status arg) {
if(!present("bligh")) {
move_object(clone_object("room/ships/crew/bligh"),this_object());
}
if(arg) return;
set_ship_name("bounty");
set_captain("Bligh");
set_ship_speed(1);
set_short("the Bounty");
set_long(
"You stand at the sterncastle of the bounty where a flag bearing \n"+
"the symbol of Tempus hangs over the sea, fluttering in the breeze.\n"+
"Several ropes stand coiled by the rails, and rigging fan out toward\n"+
"the masts above.\n");
set_items(({
"flag", "It flutters in the breeze",
"symbol", "The coat of arms of Tempus city",
"rope#ropes", "Several coils of rope sit by the railing",
"rigging",
"The rigging is a spider like web of rope extending toward \n"+
"the masts and crows nest above. Perhaps you could climb it?",
"rail#rails#railing",
"Its main purpose it to stop you from falling overboard. It \n"+
"is crafted from a fine red wood.\n",
}));
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_climb(8);
set_fall_dam(10);
set_exits(({
"room/ships/open/types/bounty/c_nest", "up",
"room/ships/open/types/bounty/port", "port",
"room/ships/open/types/bounty/s_board", "starboard",
"room/city/jetty", "gang plank",
}));
}
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);
}
}