/* Macgrew is not naked, and has equipment. *We use the armoury to get stuff which already exists. */ //Tell the file we're going to use the armoury #include <armoury.h> //We'll call this_object() TO, and will use this in the armoury stuff #define TO this_object() inherit "/obj/monster"; void setup() { set_name( "macgrew" ); set_short( "MacGrew" ); add_property("determinate", ""); add_alias( ({"npc", "warrior", "man"}) ); set_long("MacGrew is a warm, armed NPC. He models some of the latest " "fashions, but beware of mentioning them in the long() because he may " "have them stolen, or broken. Let players look at him.\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."}) ); //We'll request_item() to get an item from any of the following sources // /obj/armours/ // /obj/clothes/ // /obj/jewellery/ // /obj/weapons/ // /obj/scabbards/ //We then give the item a condition, and move it to the npc. ARMOURY->request_item( "short sword", 70+random(30))->move(this_object()); ARMOURY->request_item( "baggy leather loincloth", 70+random(30))->move(this_object()); ARMOURY->request_item( "metal helmet", 70+random(30))->move(this_object()); //Then we need to make the NPC equip the stuff. //No point carrying armour. init_equip(); //And let's give him some money. give_money( 10, 30, "Ankh-Morpork pence" ); } /* ends setup() */