NAME
basic_monster.c - a very basic living object
INHERITS
stationary.c (read stationary.doc for further details)
/obj/living_functions.c
SETUP FUNCTIONS
set_aggressive
set_race
set_level
set_hp
set_ep
set_al
set_wc
set_ac
set_frog
set_wet
set_wimpy
REMOTE FUNCTIONS
remote_monster_init
remote_monster_died
remote_real_monster_died
remove_prevent_attack
SPECIAL PROPERTIES
see_invisible
monster_heal_reset
QUERY FUNCTIONS
query_race
query_aggressive
query_real_name
query_npc /* always returns 1 */
query_wet
query_wimpy
=======================================================================
NAME
set_aggressive - set how aggressive the monster is
SYNTAX
void set_aggressive(int delay)
DESCRIPTION
Set how long the monster waits before attacking someone, setting
the delay to zero means you should wait forever.
SEE ALSO
=======================================================================
NAME
set_race - set the race of the monster
SYNTAX
void set_race(string race)
DESCRIPTION
Set the value returned by query_race(). Valid values include:
human, dog, horse, elf, bird, bear, dwarf, wolf, bluebird, etc.
Invalid values include: priest, profezzorn, adventurer, etc.
=======================================================================
NAME
set_level - set the level of the monster
SYNTAX
void set_level(int level)
DESCRIPTION
Set the level of the monster, this function also sets hit points,
stats and experience to aproperiate values for a monster of this
level with little or no equipment.
NOTA BENE
Make sure to call this function _before_ calling any functions
that specifics of the monster such as xp, hp, or stats.
=======================================================================
NAME
set_hp - set how many hit points the monster has
SYNTAX
void set_hp(int hp)
DESCRIPTION
Set how many hp the monster has, both current hp and max hp will
be set.
=======================================================================
NAME
set_ep - set the number of experience points the monster has
SYNTAX
void set_ep(int experience)
DESCRIPTION
This function sets the number of experience points the monster
has. This also controls how much experience the monster will
give to whoever kills it. The player killing it will get
experience/75 experience points.
=======================================================================
NAME
set_al - set alignment
SYNTAX
void set_al(int alignment)
DESCRIPTION
Set the alignment of the monster, valid range is -1000 to 1000.
1000 and up means saintly
200 to 1000 means good
40 to 200 means nice
-40 to 40 means neutral
-200 to -40 means nasty
-1000 to -200 means evil
below -1000 means demonic
=======================================================================
NAME
set_wc - set the monsters natural weapon class
SYNTAX
void set_wc(int wc)
DESCRIPTION
Set the monsters natural weapon class, see /doc/RULES/monster.r
for a list of recommended values.
SEE ALSO
set_level
=======================================================================
NAME
set_ac - set the monsters natural armour class
SYNTAX
void set_ac(int ac)
DESCRIPTION
Set the monsters natural armour class, see /doc/RULES/monster.r
for a list of recommended values.
SEE ALSO
set_level
=======================================================================
NAME
set_frog - turn the monster into a frog
SYNTAX
void set_frog()
DESCRIPTION
Sets the 'frog' flag in living_functions.c
BUGS
there is no way to turn it back to what it was without
affecting the variable 'frog' directly.
=======================================================================
NAME
set_wet - pour water on the monster
SYNTAX
void set_wet(int time)
DESCRIPTION
Makes the monster wet for 'time' seconds.
=======================================================================
NAME
set_wimpy - set the wimpy percentage
SYNTAX
void set_wimpy(mixed wimpy)
DESCRIPTION
This set the wimpy percentage. The argument kan be 2 things:
1/ a percentage nr, i.e. 0-100. At 0, the monster will never run away
(this is the defaulkt behaviour), and at 100 it will always run.
2/ a string on the eval() format. This string will be run through
eval(), and the called function should return an integer in the
range 0-100.
=======================================================================
NAME
remote_monster_init - init callback
SYNTAX
void remote_monster_init(object monster)
DESCRIPTION
This function is called in the 'remote object' from init() in the
monster. The argument will be the monster itself.
To set the remote object, do add_property("__remote",remote_object)
=======================================================================
NAME
remote_monster_died - monster died callback
SYNTAX
int remote_monster_died(object monster);
DESCRIPTION
This function is called in the 'remote object' after the monster has
died, and a corpse has been cloned. If this function returns true, the
dead monster will not be destructed. The argument is the monster
itself.
=======================================================================
NAME
remote_real_monster_died - monster really died callback
SYNTAX
int remote_real_monster_died(object monster);
DESCRIPTION
This function is called in the 'remote object' when the monster
dies, but before it clones the corpse. If this function returns
true, the dead monster will not be destructed and no corpse will
be cloned.
=======================================================================
NAME
remote_prevent_attack - aggressive control callback
SYNTAX
int remote_prevent_attack(object monster, object victim)
DESCRIPTION
Before an aggressive monster attacks it's victim, this function
is called in the 'remote object'. If it returns true (that is, not
zero) the victim will not be attacked. Note that this will not
save the player if he chooses to attack the monster.
SEE ALSO
the property no_attack_switches
=======================================================================
Help topics available:
| basic_monster.doc | friend.doc | monster.doc | simple_monster.doc | state_monster.doc |
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This file was last modified: June 2000.