inherit "inherit/monster"; #define NAME (string)this_player()->query_name() #define MY_STAT 17 #define YOUR_STAT (int)this_player()->query_charisma() #define ROOM_MOD 200 static int counter, i; reset(arg) { ::reset(arg); "/room/city/pub/inn2" -> reset(); "/room/city/pub/inn3" -> reset(); "/room/city/pub/inn4" -> reset(); "/room/city/pub/inn5" -> reset(); if(arg) return; counter = 0; set_name("samantha"); set_short("Samantha, the Grandmaster Thief"); set_long( "Her short brown hair and dark seductive eyes and smile makes \n"+ "her renowned across the city as a man killer. No one can resist \n"+ "this woman, no one dares to. No living man has ever known to \n"+ "say no to her.\n"); set_level(19); set_gender(2); set_race("human"); set_chance(50); set_spell_dam(50 + random(100)); set_spell_mess1("Samantha kicks you in the head!"); set_spell_mess2("Samantha kicks 0 in the head!"); set_hp(2100); set_wc(30); set_ac(15); load_spells(10, ({ "miss", "acd", "lb", "fb", "fs", "bbb" })); load_chat(7, ({ "Samantha asks: Would you like to spend the night here?\n", "Samantha looks you up and down with careful eyes.\n", "Samantha smiles at you seductively\n", "Samantha says: The rooms are up stairs, and are quite cheap.\n" })); load_a_chat(5, ({ "Samantha says: You shouldn't tangle with me.\n", "Samantha says: I wouldn't do that if I were you.\n", "Samantha asks: Feel like a bit of sport, hmm..?\n", "Samantha says: I'm stronger than you think.\n", "Samantha tumbles away from your blow.\n", "Samantha kicks you hard.\n", "Samantha punches you in the face.\n" })); move_object(clone_object("room/city/pub/key"),this_object()); move_object(clone_object("room/city/pub/key"),this_object()); move_object(clone_object("room/city/pub/key"),this_object()); move_object(clone_object("room/city/pub/key"),this_object()); } catch_tell(string str) { string tmp1, tmp2; if(sscanf(str, "%s says: rent %s", tmp1, tmp2) || sscanf(str, "%s says: room %s", tmp1, tmp2)) rent_room(); } rent_room() { object key, door; int cost; if(!present("key", this_object())) { tell_room(environment(), "Samantha says: Sorry "+ NAME +", but I don't "+ "have any rooms left to rent.\n"); return 1; } if(present("key", this_player())) { key = present("key", this_player()); if(!counter) { if(key -> id(NAME)) { tell_room(environment(), "Samantha says: You've stolen one of "+ "my keys!\n"+ "Samantha snatches the key away!\n"); destruct(key); return 1; } } if(environment() -> query_players(NAME)) { tell_room(environment(), "Samantha says: But "+NAME+", you already "+ "have rented a room.\n"); return 1; } } tell_object(this_player(), "Samantha haggles with you over the price of "+ "a room.\n"); cost = room_cost(); if(random(MY_STAT) > random(YOUR_STAT)) cost += random(cost) /4; else cost -= random(cost) /3; if(this_player()->query_money() < cost) { tell_room(environment(), "Samantha says: But you don't have "+ cost +" copper coins for the room!\n"); return 1; } tell_object(this_player(), "Samantha takes "+ cost +" copper coins for "+ "the room.\n"); this_player()->add_money(-cost); key = present("key", this_object()); if(!this_player()->add_weight(1)) { tell_room(environment(), "Samantha says: You cannot carry this key, "+ NAME +", so I will just leave it here.\nSamantha drops a key.\n"); move_object(key, environment(this_object())); } else { tell_object(this_player(), "Samantha gives you a key.\n"); say("Samantha gives "+NAME+" a key.\n",this_player()); move_object(key, this_player()); } tell_object(this_player(), "You write your name in the inn's register.\n"); say(NAME +" writes "+this_player()->query_possessive() +" name "+ "in the inn's register.\n",this_player()); key -> set_key_id(NAME); key -> set_number(counter + 1); make_doors(NAME, this_player()); environment()->add_players(NAME); return 1; } room_cost() { return ROOM_MOD * (int)this_player()->query_level(); } make_doors(string str, object obj) { object obj_1, obj_2; string tmp1, tmp2; string loc_1, loc_2; object obj1, obj2; if(!str) return; loc_1 = "/room/city/pub/inn"+ (counter+2); loc_2 = "/room/city/pub/inn"+ (10 - counter); if(sscanf(loc_1, "%s0%s", tmp1, tmp2)) loc_1 = tmp1 + tmp2; obj1 = find_object(loc_1); obj2 = find_object(loc_2); obj1 -> reset(); obj2 -> reset(); obj1 -> set_door_attribute("west door", "key id", str); obj1 -> set_door_attribute("west door", "lock difficulty", (int)this_player()->query_level()); obj2 -> set_door_attribute("east door", "key id", str); counter ++; } init() { ::init(); check(); } check() { object obj; if(!counter) { if(present("key", this_player())) { obj = all_inventory(this_player()); for(i=0; i<sizeof(obj); i++) { if(obj[i] -> id("skandles downfall")) { tell_room(environment(), "Samantha says: Hey "+ NAME +", "+ "how did you get that!\n"); say("Samantha snatches the key away from "+NAME+".\n",this_player()); tell_object(this_player(), "Samantha snatches the key away "+ "from you!\n"); destruct(obj[i]); } } } } }