Lfun: check_feeling - react to a targetted feeling Synopsis: int check_feeling(string verb, object who, string adverb) Description: check_feeling is called by secure/commander before a feeling targetted on a monster is executed. You can handle the feeling yourself, for example by giving your own message, or you can let the processing continue and react to the feeling. The soul commander exports a function which can be used to query the "friendlyness" of a feeling, to help to find an appropriate reaction. Return value: 1 if check_feeling is handling the result 0 if standard processing should continue Examples: // Handle a specific verb: inherit "obj/monster" reset(arg) { if (arg) return; set_name("ghost"); set_short("a ghost"); } check_feeling(verb, who, adverb) { if (verb == "kick") { tell_object(who, "You try to kick the ghost, but miss!\n"); say(who->query_name()+" tries to kick the ghost, but misses.\n", who); return 1; } } // React to unfriendly verb type: #include inherit "obj/monster" reset(arg) { if (arg) return; set_name("dragon"); set_short("a huge sleeping dragon"); set_wc(20); set_ac(20); set_hp(800); } check_feeling(verb, who, adverb) { if (SOUL_COMMANDER->query_feeling_type(verb) < 0) { tell_object(who, "This might not have been a good idea...\n"); call_out("start_attack", 5, who); } } start_attack(who) { set_short("a huge dragon"); tell_object(who, "With a deafening roar the dragon rises high and "+ "attacks you!\n"); say("With a deafening roar the dragon rises high and attacks "+ who->query_name()+"!\n", who); attack_object(who); } See also: lib/query_feeling_type, helpdir/feelings, helpdir/adverbs