#include <mudlib.h> inherit MONSTER; void make_items(); void reset(status arg) { ::reset(arg); if(arg) { make_items(); return; } set_name("earothas"); set_short("Lieutenant Earothas of the city guard"); set_long( "The lieutenant is a strong, sturdy elf of about 22 human years, \n"+ "with the muscle many warriors would be jealous of. He is here \n"+ "to make sure that no one gets into any trouble.\n"); set_al(1000); /* what a nice guy */ set_race("elf"); set_wander(75, 120); add_spell_immune("charm"); set_gender(1); load_chat(10, ({ "Earothas says: Move along quietly then.\n", "Earothas asks: What are you doing here, fair stranger?\n", "Earothas polishes his longsword.\n", "Earothas polishes his breastplate.\n", "Earothas watches your movements closely.\n", "Earothas says: Make no trouble while you stay in Tempus.\n", "Earothas says: Hello fair traveller.\n", })); load_a_chat(8,({ "Earothas exclaims: Foul beast!\n", "Earothas frowns.\n", "Earothas you dare make me an enemy!\n", "Earothas says: You shall die, pittiful beast.\n", "Earothas defends against your blow.\n", "Earothas deflects your blow.\n", "Earothas parries your attack.\n", })); add_class("mage"); add_class("fighter"); load_spells(20,({ "fire shield", "burning hands", "comet", "chill touch", "ice storm", "stoneskin", "chain lightning", "death spell", })); set_level(26); set_hp(2500); add_money(100 + random(500)); set_magic_resist(25 + random(50)); make_items(); set_heart_ob(this_object()); } void monster_heart_beat() { int i; object *bandit; bandit = all_inventory(environment()); for(i=0; i<sizeof(bandit); i++) { /* this will be a little NPC combat fun */ if(bandit[i] -> id("orc") && living(bandit[i])) { if(!bandit[i]->add_secondary_attacker(this_object())) bandit[i]->hit_player(10); if(!random(5)) tell_room(environment(), "Earothas exclaims: Putrid orc!\n"); /* he hates orcs */ } if(bandit[i] -> query_alignment() < -10) { tell_room(environment(), "Earothas exclaims: Evil scum!\n"); bandit[i] -> hit_player(random(5)); /* ouch! */ } if(bandit[i] ->id("corpse")) { tell_room(environment(), "Earothas takes the corpse.\n"); move_object(bandit[i], this_object()); } } } void make_items() { object obj; if(!present("sword")) move_object(clone_object("room/city/monst/lsword"),this_object()); if(!present("armour")) move_object(clone_object("room/city/monst/plate"),this_object()); if(!present("shield")) { obj = clone_object(ARMOUR); obj -> set_name("shield"); obj -> set_type("shield"); obj -> set_ac(2); /* because he is so tough */ obj -> set_weight(2); obj -> set_value(600); obj -> set_short("A silver shield"); obj -> set_long( "This shield bears elvish designs across its middle.\n"+ "The crest on the front is the design of the Tempus \n"+ "city guards."); move_object(obj,this_object()); } command("wear shield",this_object()); command("wear armour",this_object()); command("wield sword",this_object()); set_wc(30); set_ac(20); }