/* This is the most basic for of an armour. We will make an armour worn on the body and set the armour class, the weight, and the value of the armour -Locksley */ inherit "obj/armour"; reset(arg) { ::reset(arg); if ( arg ) return; set_name("mail"); /* Sets the id of the armour. This is used in such cases as if(!present("mail")) etc. You can also use Mail, MaiL, or MAIL etc. <- This is useful for when making special armours as one for a quest. */ set_alias("mail"); /* This sets the alias of the armour which is the string that the player uses to identify the armour. i.e 'wear mail' 'drop mail'...mail is the alias. */ set_alt_name("chainmail"); /* This sets an alternative name to mail. now the player is able to type either 'wear mail' or 'wear chainmail' etc */ set_short("a chainmail"); /* This sets the short description of the armour which is seen in the inventory command and whenever another player looks at you */ set_long("This is just is a suit of chainmail.\n"+ "It should protect you well.\n"); /* This sets the long description of the armour which is seen whenever the object is looked at. The \n calls for a newline and the + is used when there is more than one line in the description. */ set_ac(2); /* This sets the armour class of the armour. This should only be set between 1 and 5 of type 'armour'. 5 should be vary rare. Too many high level armours will ruin the game. An armour of type other than 'armour' must only be set to 1. i.e. type glove boot, amulet, etc. */ set_type("armour"); /* This sets the armour type. Armour is worn on the body and is the main piece. The other types are: boot, glove, amulet, cloak, ring, helmet, and shield. */ set_weight(3); /* This sets the armours weight. Type armour should be the heaviest as compared to ring which should probably be the lightest. Use good judgement when setting the weights of objects. Setting type 'ring' to a weight of 4 is much too heavy and a type armour set to weight of one should most likely never be set below 2. */ set_value(200); /* This sets the value of the armour. The value is the amount that the player recieves for the sale of this object. The price that the player pays for the object in a shop is twice this value. Any object with a value over 1000 is automatically destructed upon sale. The shop NEVER pays over 1000 coins for any object so setting the value to 2000 will result in the object destructing when sold but the player will still only recieve 1000 coins. */ }