/* Cuthbert requires more than the average NPC. He wants *cutting edge fashion. If items are going to be truly *unique, add them this way, otherwise, add them to the armoury *for all to share. Don't make weapons unless you know what you are *doing. */ #include <armoury.h> #define TO this_object() inherit "/obj/monster"; //We need to give him some items object cape, trousers; void setup() { set_name( "cuthbert" ); set_short( "Cuthbert" ); add_property("determinate", ""); add_alias( ({"npc", "warrior", "man"}) ); set_long("Cuthbert is a fashion victim. Not content with off the peg " "stuff, he wants clothing unique to him. Fair enough, let's give him" " some.\n"); basic_setup ("human", "warrior", 50); set_gender( 1 ); add_language( "common" ); set_language( "common" ); load_chat( 50, ({ 1, ":checks his equipment.", 1, ":feels all snuggly and warm in his new clothes." }) ); load_a_chat( 150, ({ 1, "'Oof!", 1, ":is happy to die so you can learn.", 1, "You feel Someone is waiting in the wings."}) ); ARMOURY->request_item( "short sword", 70+random(30))->move( TO ); ARMOURY->request_item( "baggy leather loincloth", 70+random(30))->move( TO ); ARMOURY->request_item( "metal helmet", 70+random(30))->move( TO ); //Clone some clothes, make them trousers, give them all normal //properties, add some pockets, and some factors for condition //and resistance. trousers = clone_object( "/obj/clothing" ); trousers->set_name( "britches" ); trousers->add_adjective(({"pair", "of"})); trousers->set_short( "pair of britches" ); trousers->add_alias("trousers"); trousers->set_long( "These are funky purple flaired britches, made of camel" "skin with beaver fur lining.\n" ); trousers->set_value( 100 ); trousers->set_weight( 7 ); //All clothing must have a type. Type //exec return m_indices("/obj/handlers/clothing_handler" //->query_all_clothing_types()); //for a list of possibilities. trousers->set_type( "trousers" ); trousers->add_pocket( "side", 100 ); trousers->add_pocket( "side", 100 ); trousers->set_damage_chance( 10 ); trousers->set_max_cond( 800 ); trousers->set_cond( 600 + random( 200 ) ); trousers->move( TO ); cape = clone_object( "/obj/clothing" ); cape->set_name( "cape" ); cape->set_short( "orange cape" ); cape->add_adjective("orange"); cape->set_long( "Orange velvet has been made into a large cape. It is bright " "and garish.\n" ); cape->set_value( 100 ); cape->set_weight( 7 ); cape->set_type( "cape" ); cape->set_damage_chance( 10 ); cape->set_max_cond( 800 ); cape->set_cond( 600 + random( 200 ) ); cape->move( TO ); init_equip(); give_money( 10, 30, "Ankh-Morpork pence" ); } /* ends setup() */