/
lib/banish/
lib/d/
lib/doc/
lib/doc/domains/
lib/doc/efun/
lib/doc/examples/
lib/doc/examples/armour/
lib/doc/examples/contain/
lib/doc/examples/food/
lib/doc/examples/magic/
lib/doc/examples/monster/
lib/doc/examples/room/
lib/doc/examples/weapons/
lib/function/
lib/include/
lib/include/fn_specs/
lib/include/skills/
lib/info/
lib/inherit/base/
lib/log/
lib/manuals/312/
lib/news/
lib/obj/party/
lib/objects/components/
lib/open/
lib/open/library/
lib/open/party/
lib/players/
lib/players/zilanthius/
lib/room/
lib/room/city/arena/
lib/room/city/creator/
lib/room/city/garden/monst/
lib/room/city/obj/
lib/room/city/shop/
lib/room/death/
lib/room/registry/
lib/secure/
lib/secure/UDP_CMD_DIR/
lib/skills/
lib/skills/fighter/
lib/skills/thief/
lib/usr/
lib/usr/creators/
lib/usr/players/
object set_heart_ob(object ob);
object set_dead_ob(object ob);
object set_init_ob(object ob);
Comment: These fn allow you to use a heart_beat(), second_life(), and init()
in an alternative object ob.

int set_random_pick(int r);
Comment: If there is a gettable object in the room, the monster has r% chance
to pick it up each heart beat.

status set_move_at_reset(status i);
Comment: set_move_at_reset(1) will cause the monster to move every reset.

status set_aggressive(status a);
Comment: set_aggressive(1) will cause the monster to fight automatically when
a player enters the room.

string set_name(string n);
Comment: This will set living name automatically.
  
void set_level(int l);  
Comment: This will set the minimum requirements for level l.

void set_wander(int chance, int time);
Comment: the monster has chance% to move each heart beat after waiting time
heart beats.
  
/************************************/
/* old way for spells */
 
int set_chance(int c);
int set_spell_dam(int d);
  
string set_spell_mess1(string m);
string set_spell_mess2(string m);
string set_spell_type(string t);
 
string set_spell_skill_type(string str);

Comment: old way, this is not used any more but is left for compatibility.
 
/**************************************/
/* new way */

void set_spell(mixed *arr);
Comment: this loads a default spell, in a fashion the same as load_spell().
See spell2.doc. (This replaces above functions).

/* can call player spells */

void load_spells(int c, string *s);
Comment: *s is a list of spells (by there bin name). There is a c% chance per
heart to cast a spell. It is important to note the the monster must be of a
level capable of casting the spell.

Eg. load_spells(10,({ "clw", "mm", }));

  
/**************************************************************************/  
 
status init_command(string cmd);
Comment: commands the monster to 'cmd'

/***************************************************************************/ 

/***   Load Chats and Attack chats.   ***/  
 
void load_chat(int chance, string *strs);
Comment: there is a chance% chance per heart beart to say a chat string. 

Eg. load_chat(10,({ "Bob says: Hi.\n", "Bob peers into the distance.\n", }));


void load_a_chat(int chance, string *strs);
Comment: If the monster is attacking is will use attack chats instead of chats.
  
/***   Load language chat - Zilanthius ***/  
  
void load_l_chat(int chance, string lang, string *strs);
Comment: same as load_chat(), but spoken in language lang.
  


/************************************************************************/ 
/* load function added by Crombie, Sept 8, 1993 */

void load_monster(mixed name, int lev, string race);
Comment: This is another format for loading monsters. You will have to look at
the function in /inherit/monster.c.