/* Barley is a chatty NPC. If you try to kill him, he'll say *something else, too. He can say things, and emote things. */ inherit "/obj/monster"; void setup() { set_name( "barley" ); set_short( "Barley" ); add_property("determinate", ""); add_alias( ({"npc", "warrior", "man"}) ); set_long("Barley is a friendly, talkative NPC. He chats and emotes." " Also, he will occasionally give out quest hints. If you try and" " kill him, he will become more animated.\n"); basic_setup ("human", "warrior", 50); set_gender( 1 ); //Educate your NPCs! Give them a language, and make them use it. //add() as many as you wish, but set() to only one. add_language( "common" ); set_language( "common" ); //The numbers control the frequency of chats. The first number is //the probability in 1000 a chat will occur every 2 seconds. eg, //100 = a one in ten chance of a chat happening every 2 secs, //One chat per 20 seconds. You will need to tweak figures to make these // appear at the right intervals. // The second number controls how likely the chat is to be chosen. The //higher the number, the more common the chat. load_chat( 50, ({ 3, "'I say this quite often.", 3, ":does this quite often.", 3, "Chats can appear without the NPC name in them.", 1, "'I only give out quest hints 10% of the time." }) ); //load__a_chats are combat chats, triggered by attacking the NPC //The numbers are the same, but it's an idea to make them appear more //often, as combat can be quick and furious. load_a_chat( 150, ({ 1, "'Oof!", 1, ":is happy to die so you can learn.", 1, "You feel Someone is waiting in the wings."}) ); } /* ends setup() */