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- /*
- Cloaker: Monster produced by the monster_cloak item. Don't use otherwise.
- */
- inherit "/std/monster";
- inherit "/lib/living/attack";
- inherit "/lib/living/supporting";
- #include <macros.h>
- #include <stdproperties.h>
- #include <ss_types.h>
- #include <wa_types.h>
- #include <poison.h>
- public void
- create_monster()
- {
- if (!IS_CLONE) { return; }
- set_name("cloaker");
- add_adj(({"black","vicious"}));
- set_race_name("cloak");
- set_gender(G_NEUTER);
- set_long("A twisting, horrifying peice of black, leather-like fabric in the shape of a cloak, somehow floating "+
- "on its own and twisting in mid-air. An opening along the neck shows a row of serrated teeth, and tendrils "+
- "erupt from the shoulders of the creature, flailing dangerously.\n");
- set_stats(({175 + random(35),
- 285 + random(35),
- 270 + random(35),
- 145 + random(20),
- 140 + random(20),
- 160 + random(20) }));
- set_skill(SS_UNARM_COMBAT, 100);
- set_skill(SS_THROWING, 100);
- set_skill(SS_DEFENCE, 100);
- set_skill(SS_AWARENESS, 100);
- add_prop(CONT_I_WEIGHT, 40000);
- add_prop(CONT_I_HEIGHT, 350);
- add_prop(LIVE_I_FIGHT_MOOD, 7);
- add_prop(LIVE_I_NO_NUDE, 1);
- add_prop(LIVE_I_NEVERKNOWN, 1);
- add_prop(LIVE_I_NEVER_ILL, 1);
- add_prop(LIVE_I_SEE_DARK, 1);
- add_prop(LIVE_I_NO_GHOST, 1);
- add_prop(LIVE_I_NO_FEAR, 1);
- add_prop(LIVE_I_NO_BACKSTAB, 1);
- add_prop(LIVE_I_NO_NBIND, 1);
- add_prop(LIVE_I_NO_CHARM, 1);
- add_prop(LIVE_I_NO_BARD_DANCE, 1);
- add_prop(LIVE_I_NOT_UNCONSCIOUS, 1);
- add_prop(LIVE_I_NO_BLEED, 1);
- add_prop(LIVE_I_NO_TRACKS, 1);
- add_prop(LIVE_I_NO_CORPSE, 1);
- add_prop(LIVE_S_BEAUTY_STRING, "unearthly");
- set_aggressive(1);
- }
- init_living()
- {
- ::init_living();
- init_attack();
- }
- nomask void cb_configure()
- {
- add_tool_slot(TS_TORSO, "glistening black body");
- add_tool_slot(TS_WAIST, "slick black body");
- add_tool_slot(TS_HEAD, "strange red collar");
- add_tool_slot(TS_MOUTH, "serrated teeth");
- add_tool_slot(TS_RLEG, "long slender tendril");
- add_tool_slot(TS_LLEG, "long slender tendril");
- add_tool_slot(TS_RFOOT, "clawed tendril");
- add_tool_slot(TS_LFOOT, "clawed tendril");
- add_tool_slot(TS_RARM, "long slender tendril");
- add_tool_slot(TS_LARM, "long slender tendril");
- add_tool_slot(TS_RHAND, "long slender tendril");
- add_tool_slot(TS_LHAND, "long slender tendril");
- call_cb_fun("cb_add_attack",TT_CLAW, 0, TS_RFOOT, 0);
- call_cb_fun("cb_add_attack",TT_CLAW, 0, TS_LFOOT, 0);
- call_cb_fun("cb_add_attack",TT_CLAW, 0, TS_RHAND, 0);
- call_cb_fun("cb_add_attack",TT_CLAW, 0, TS_LHAND, 0);
- call_cb_fun("cb_add_attack",TT_BITE, 0, TS_MOUTH, 0);
- call_cb_fun("cb_add_hitloc",TS_HEAD, 90, 5);
- call_cb_fun("cb_add_hitloc",TS_TORSO, 110, 30);
- call_cb_fun("cb_add_hitloc",TS_WAIST, 110, 30);
- call_cb_fun("cb_add_hitloc",TS_RARM, 110, 10);
- call_cb_fun("cb_add_hitloc",TS_LARM, 110, 10);
- call_cb_fun("cb_add_hitloc",TS_RLEG, 110, 15);
- call_cb_fun("cb_add_hitloc",TS_LLEG, 110, 15);
- }
- public int
- do_die()
- {
- SAY_ROOM_VIS("Suddenly tears, pieces of its body scattering to the wind as the rest crumples into a heap.\n");
- clone_object("/d/System/armours/robe/ragged_cloak")->move(environment());
- return ::do_die(killer);
- }
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