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// Petrarch
// Talking Weapon
#include
inherit WEAPON;
#define MY_MSG ({"The sword humms in your hands.",\
"Your sword says: Fight fight fight, I like to fight.",\
"Your sword says: Heheh, hehehe, hehehe, lets kill Edward.",\
"Your sword says: This is utter crap, the damage we do, "\
"tell Petrarch to make me stronger.",\
"Your sword says: Hehehe, your stats suck man.",\
})
#define YOUR_MSG ({"A humming sound comes from "+env->query_cap_name()+".",\
"Someone says: Fight fight fight, I like to fight.",\
"You hear giggling.",\
"An aura appears around "+env->query_cap_name()+".",\
"You hear giggling.",\
})
void create() {
::create();
set_name("sword");
set_short("a humming sword");
set_long("The sword humms softly.");
set_id(({"sword", "humming sword"}));
set_properties((["magic-light":1]));
/* whats this? Just a little extra feature of the sword, it will act
* like a ring of light, that absorbs or emits light if it is too dark
* or light for you to see */
set_mass(550);
set_value(1760);
set_ac(1);
set_wc(16);
set_hands(2);
set_type("blade");
set_material(({"metal","steel"}));
}
void init() {
::init();
set_heart_beat(5);
/* Why 5? well the sword will have 1 heartbeat for every 5 of a player */
}
void heart_beat() {
int x;
object env;
if(random(3)) return;
x=random(sizeof(MY_MSG));
if(env=environment())
if(living(env)) {
message("say", MY_MSG, env);
message("say", YOUR_MSG , environment(env), env);
}
}
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