/* * Note that this ring, unlike the boobytrapped dagger, does * not check to see if it has been previously armed. This prevents * a player from disarming the ring by simply logging out * and logging back in. */ #include #include #include #include inherit LIB_ARMOR; void boobytrap_me(){ object shadowtrap; if(!clonep(this_object())) return; /* Avoids boobytrapping the blueprint ob */ shadowtrap = new("/shadows/needle_trap"); shadowtrap->SetTrapDescription("A poison needle trap."); shadowtrap->SetTrapLevel(50); shadowtrap->SetAutoResets(0); shadowtrap->SetTrapType(BOOBYTRAP_WEAR); shadowtrap->eventShadow(this_object()); } static void create(){ armor::create(); SetKeyName("silver_ring"); SetId(({"ring","silver ring"})); SetAdjectives( ({"beautiful"}) ); SetShort("a beautiful silver ring"); SetLong("This is a simple but beautiful ring made of "+ "silver, suitable for wearing on one's finger. The ring bears an inscription."); SetMass(1); SetBaseCost("silver",1000); SetArmorType(A_RING); SetItems(([ ({"script","words","inscription","writing"}) : "Words engraved on the ring in a highly "+ "stylized script." ]) ); SetRead(({"script","words","inscription","writing"}), "\"etaoin shrdlu\"" ); boobytrap_me(); } void init(){ ::init(); }