#include <lib.h> #include <damage_types.h> #include <vendor_types.h> inherit LIB_ITEM; void create(){ ::create(); SetKeyName("firearms_wound"); SetId(({"firearms_wound"})); SetInvis(1); SetMass(0); SetDollarCost(0); SetVendorType(VT_TREASURE); } void init(){ ::init(); add_action("lookit","look"); set_heart_beat(20); } void lookit(string str){ if(str == "at wound" || str == "at wounds" || str == "at my wounds" || str == "at my wound" || str == "at gunshot wound" || str == "at gunshot wounds"){ if(base_name(this_player()) == base_name(environment()) ){ write("You have been wounded by gunfire. There "+ "are "+cardinal(this_player()->GetLead())+" bullet holes "+ "in your body."); return; } } } string GetAffectLong(object ob) { if(!ob || !living(ob)) return 0; return ob->GetName() + " is suffering from gunshot wounds."; } void heart_beat(){ int dam,num,tmp; object ob; ob=environment(); if(!living(ob)){ this_object()->eventDestruct(); return; } num = ob->GetLead(); if(!num){ tmp = ob->GetLead("gunshot_wounds"); ob->AddLead("gunshot_wounds", -tmp); tmp = ob->GetLead("rifleshot_wounds"); ob->AddLead("rifleshot_wounds", -tmp); this_object()->eventDestruct(); return; } dam = num*10; tell_object(ob,"You bleed heavily from your gunshot wounds."); tell_room(environment(ob), ob->GetName()+ " bleeds heavily from "+possessive(environment())+" gunshot wounds.",environment()); ob->eventReceiveDamage(this_object(),TRAUMA,dam,0,"torso"); return; } mixed CanGet(object ob) { return "Your hands slip on the gunshot wounds.";} mixed CanDrop(object ob) { return "Your hands slip on the gunshot wounds.";}