/* This is the most basic form of a weapon. We will make a sword, set it's weapon class, it's value and weight. -Locksley */ inherit "obj/weapon"; reset(arg) { ::reset(arg); if ( arg ) return; set_name("sword"); /* This sets the id of the weapon. This is useful in such cases as if(!present("sword")). It can also be set to Sword, SworD, or SWORD etc. That is useful for such things as quest weapons etc... */ set_alias("sword"); /* This sets the alias of the weapon. The alias is used whenever you wish to call an action on the object. i.e. 'wield sword' 'unwield sword' 'drop sword' 'sell sword' etc. */ set_alt_name("longsword"); /* This gives the weapon an alternative alias. This can also be used to call an action on the object. i.e. 'wield longsword' 'sell longsword' etc. */ set_short("a longsword"); /* This sets the short description which is seen in the inventory command and whenever another player looks at you */ set_long("This is a very well crafted longsword.\n"+ "It looks very powerful.\n"); /* This sets the long description which is seen whenever the weapon is looked at. The \n calls for a newline and the + is used when the description has more than one line. */ set_class(16); /* This sets the weapon class of the weapon. The class can only range between 1 and 20. 20 being the most powerful weapon. 19 and 20 should be very rare and if they are used they should be very hard to obtain */ set_weight(3); /* Sets the weight of the weapon. Use good judgement here. Obviously a dagger or a knife will not be as heavy as a longsword or broadsword. */ set_value(460); /* This sets the value of the weapon. The value is the amount that the player gets for the sale of the object and the price that it costs to buy is twice this value. If the value is set over 2000 the object will be auto- matically destructed upon sale. The shop NEVER pays more than 1000 coins for ANY object. So even if you set the value to 2000 the player will only get 1000 coins */ }