49 lines
1.4 KiB
C
49 lines
1.4 KiB
C
/*
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* Note that this ring, unlike the boobytrapped dagger, does
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* not check to see if it has been previously armed. This prevents
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* a player from disarming the ring by simply logging out
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* and logging back in.
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*/
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#include <lib.h>
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#include <armor_types.h>
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#include <damage_types.h>
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#include <boobytraps.h>
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inherit LIB_ARMOR;
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void boobytrap_me(){
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object shadowtrap;
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if(!clonep(this_object())) return; /* Avoids boobytrapping the blueprint ob */
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shadowtrap = new("/shadows/needle_trap2");
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shadowtrap->SetTrapDescription("A poison needle trap.");
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shadowtrap->SetTrapLevel(50);
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shadowtrap->SetAutoResets(0);
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shadowtrap->SetTrapType(BOOBYTRAP_WEAR);
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shadowtrap->eventShadow(this_object());
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}
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static void create(){
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armor::create();
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SetKeyName("silver_ring");
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SetId(({"ring","silver ring"}));
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SetAdjectives( ({"beautiful"}) );
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SetShort("a beautiful silver ring");
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SetLong("This is a simple but beautiful ring made of "+
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"silver, suitable for wearing on one's finger. The ring bears an inscription.");
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SetMass(1);
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SetBaseCost("silver",500);
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SetArmorType(A_RING);
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SetItems(([
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({"script","words","inscription","writing"}) : "Words engraved on the ring in a highly "+
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"stylized script."
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]) );
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SetRead(({"script","words","inscription","writing"}), "\"bad wolf\"" );
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boobytrap_me();
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}
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void init(){
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::init();
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}
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