#include "path.h" inherit "/std/room"; //The next line tells the MUD to expect an object to //be placed in this object (room). We'll call it npc object npc; void setup() { set_light(70); set_short( "cloned NPC room" ); add_property( "determinate", "the " ); set_long( "This room holds a very simple NPC. He is a fighter. His " "code is within the room code. If he's not here, type update, and" ", like magic, he should appear. If he doesn't, panic.\n"); add_exit("onwards", PATH +"room2", "door"); } void reset(){ if (!npc){ //When we need the object npc, we clone one, and make it a //simple monster base. npc = clone_object( "/obj/monster" ); //Give him a name, and short npc -> set_name("pugh"); npc -> set_short("Pugh"); //Make sure he is Pugh, not The Pugh npc -> add_property("determinate", ""); //Add aliases, so players can call him what they like npc -> add_alias( ({"npc", "warrior", "man"}) ); //Add a long description of him npc -> set_long("This is Pugh. He was cloned here, and " "this is his world. Welcome to it.\n"); //Basic_setup allows us to define race, class and level //You must include these three things. Race and class //come from /std/race.c npc -> basic_setup("human", "warrior", 10); //gender 1 = male, 2 = female, 0 = neuter npc -> set_gender( 1 ); //And finally, having made the object, we bring it to the room npc->move( this_object() ); } }