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 This is obsolete.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 |
You are guest number 105 since December 2019.
This file was last modified: June 2000.