INFO
	armour - the OLD and OBSOLETE generic armour object

DESCRIPTION
	This file deals with how to create an armour from /obj/armour .
	This is obsolete. Try out the new, improved and supported
	/std/simple_armour, with extensive documentation in /doc/std/ ,
	and examples in /examples .

--- Obsolete text folloew: ----

To get an armour do:
    object aobj;

    aobj = clone_object("/obj/armour");

For customization the following routines are available :

You must call these functions (use call_other()):

set_name(n) 
    string n. Sets the name and short description to n.
    Sets long description to short + ".\n"

These are the optional functions:

set_short(s) 
    string s. Sets the short description to s and the long
    to capitalize(short) + ".\n"

set_long(l)
    string l. Sets the long description to l.

set_value(v) 
    int v. Sets the selling value to v.

set_weight(w) 
    int w. Sets the weight to w.

set_class(a)
    int a. Sets the armour class to a. A random value up to 'a'/3 is
    subtracted from the hit. Refer to armour.list to get the suggested
    value.

set_alias(a) { alias = a; }
    string a. Sets an alias name if armour.

set_type(t) { type = t };
    string t. Sets the type of armour to t. Only one of every type can be worn.
    These are the types you can use: helmet, amulet, armour, shield, ring, 
    glove, cloak and boot. 
	You can set an arbitrary name but we strongly suggest that you only 
    use these. Default is armour. The armour class of every worn armour is added
    together.

set_arm_light(l) 
    int l. Makes the armour shine like a lamp of strenght l.

set_info(n) { info = n; }
    string n sets the info to n info is an extrastring that some
    guilds/objects  uses to see special messages from the creator of the 
    object. ie. good use for this in magic- or quest items.

Help topics available:
armour drinks food key monster
smartmonster weapon

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