/***************************************************************************/ /* Monk Guild Object. v1.01 * Angel, August 1996 for Heaven7 development */ /***************************************************************************/ /* defines */ #include <tell.h> #define MONK_ALIGNMENT1 300 #define MONK_ALIGNMENT2 -300 #define THIS_PLAYER_WIZ ((this_player()->query_security_level()) ? 1 : 0) #define ALIGNMENT (int)this_player()->query_alignment() /*********************************************************************/ /* queries */ string query_name() { return "ranger_guild_object"; } string query_object_type() { return "guild_object"; } string query_auto_load() { return "skills/obj/monk:"; } status check_alignment() { if(ALIGNMENT < MONK_ALIGNMENT1 && ALIGNMENT > MONK_ALIGNMENT2) return 1; return 0; } string extra_look(status wiz) { if(this_player() != environment()) return (string)environment()->query_name()+" is a Monk"; else { if(environment()->query_class("psi")) return "You are a Monk, of the brotherhood of the Mind"; else if(environment()->query_class("monk")) return "You are a Monk, of the brotherhood of the Hand"; else if(environment()->query_class("kensai")) return "You are a Monk, of the brotherhood of the Sword"; } } void init_arg() { call_out("monk_bonuses", 2); } void monk_bonuses() { if(environment()) { clone_object("obj/shadows/monk")->monk_aura(environment()); } environment()->add_spell_immunity("mind blank"); } void guild_death() { } status id(string str) { return str == "monk" || str == "psi" || str == "psionicist" || str == "guild_object"; } status drop(string quit) { return 1; } status get(string quit) { return 1; } void init() { if(present("guild_object 2", environment())) destruct(this_object()); }