#include <mudlib.h> inherit ROOM; #define ELF 4 object *elves; void reset(status arg) { int i; object welf; object axe; if(!arg) { set_short("the elfin forest"); set_long( "You are still in the forest. Large trees surround you on every \n"+ "side. There is a sense of peace in this place. You look up and \n"+ "watch the trees disappear in the mist that drapes the top of the \n"+ "trees. There is a small cabin just up ahead.\n"); set_exits(({ "room/newbie/new3", "south", "room/newbie/new7", "north", })); set_items(({ "trees", "Large oak trees", "cabin", "A small log cabin to the north", })); set_weather(2,4,0); } if(!elves) elves = allocate(ELF); for(i = 0; i < ELF; i++) { if(!elves[i]) { welf = clone_object(MONSTER); welf->set_name("elf"); welf->set_short("a wood elf"); welf->set_long( "One of the wood elves that live in the forest. He has skills \n"+ "in carpentry and carving. Due to his profession, he is slightly\n"+ "larger than the other elves, and stronger.\n"); welf->set_level(3); welf->set_ac(7); welf->set_wc(7); welf->set_gender(1); welf->set_race("elf"); welf->set_al(50); move_object(welf, this_object()); elves[i] = welf; } if(!present("axe", elves[i])) { axe = clone_object(WEAPON); axe->set_name("axe"); axe->set_short("an axe"); axe->set_long( "A small axe, used for cutting wood. The handle is wood, and \n"+ "the blade is made from iron.\n"); axe->set_wc(6); axe->set_weight(4); axe->set_value(90); axe->set_type("cleave"); axe->query_type(); axe->set_length(30); move_object(axe, elves[i]); command("wield axe", elves[i]); } } }