generic shield #3451
Aliases: generic shield, weapon
6 verbs · 32 properties · 0 children
Verbs
| Verb | Spec | Flags | Definer | Lines |
|---|---|---|---|---|
emblazon(old) | this with any | rxd | #3451 | 18 |
description | this none this | | #3451 | 5 |
look_gear_msg | this none this | | #3451 | 5 |
hide_from_look_gear | this none this | | #3451 | 2 |
parry | this none this | | #3451 | 9 |
emb*lazon | this with any | | #3451 | 0 |
Properties
| Property | Definer | Flags | Owner | Value |
|---|---|---|---|---|
dodgable | #3451 | | — | not readable (E_PERM) |
parryable | #3451 | | — | not readable (E_PERM) |
oswing | #3451 | | — | "thrusts" |
swing | #3451 | | — | "thrust" |
owield | #3451 | | — | "raises" |
wield | #3451 | | — | "raise" |
osheathe | #3451 | | — | "lowers" |
sheathe | #3451 | | — | "lower" |
slowness | #3451 | | — | not readable (E_PERM) |
length | #3451 | | — | 25 |
parry | #3451 | | — | not readable (E_PERM) |
attack | #3451 | | — | not readable (E_PERM) |
pen | #3451 | | — | not readable (E_PERM) |
dam | #3451 | | — | not readable (E_PERM) |
skill | #3451 | | — | not readable (E_PERM) |
wooden | #3451 | | — | 1 |
blunt | #3451 | | — | 1 |
pierce | #3451 | | — | 0 |
max_str_bonus | #3451 | | — | not readable (E_PERM) |
disarmable | #3451 | | — | 0 |
can_degrade | #3451 | | — | not readable (E_PERM) |
track_usage | #3451 | | — | not readable (E_PERM) |
encumbrance | #3451 | | — | 10 |
worth | #3451 | | — | -1 |
condition | #3451 | | — | 100 |
odrop_failed_msg | #3451 | | — | "%<tries> to drop %t but fails!" |
odrop_succeeded_msg | #3451 | | — | "%<drops> %t." |
otake_succeeded_msg | #3451 | | — | "%<picks> up %t." |
key | #3451 | | — | not readable (E_PERM) |
aliases | #3451 | | — | {"generic shield", "weapon"} |
description | #3451 | | — | "A largish wooden shield tapering to a point at the bottom." |
object_size | #3451 | | — | {5328, 1141286558} |
Ancestry
Ancestors (nearest first): #82 generic weapon → #517 Generic LRPG Thing
Children: none
Call graph
Source
emblazon(old)
Referenced by
none
Source
1"Usage: `emblazon <shield> with <crest>', where <crest> is the description of what you'd like pictured on the shield. If you'd like text written, instead of a picture, to avoid odd messaging type something along the lines of, `emblazon <shield> with \\\"yduJ is a fink\\\"'. Got it?"; 2if (this.location == player) 3 if (iobjstr) 4 "this:set_aliases(setadd({this.name, @parent(this).aliases, this.title}, this.crest = iobjstr));"; 5 this.crest = iobjstr; 6 player:tell("You emblazon ", this.name, " with ", this.crest, "."); 7 player.location:announce(player.name, " emblazons ", player.pp, " crest on ", player.pp, " ", this.name, "."); 8 else 9 this:set_aliases(setremove(this.aliases, this.crest)); 10 this.crest = 0; 11 player:tell("You sand down the emblazoned crest on ", this.name, " to nothing."); 12 player.location:announce(player.name, " sands the emblazoned crest on ", player.pp, " ", this.name, " down to nothing."); 13 endif 14else 15 player:tell("You need to be holding ", this.name, " to emblazon your crest on it."); 16endif 17"Hydros (#106189) - Thu Apr 7, 2005 - Crests are no longer added as aliases. It looks silly and it's quota consuming."; 18" - Left in the removal of aliases, for any remaining shields that might have used the old system.";
description
Referenced by
none
Source
1if (typeof(this.crest) == STR) 2 return ((pass(@args) + " It bears ") + this.crest) + "."; 3else 4 return pass(@args); 5endif
look_gear_msg
Referenced by
none
Source
1":look_gear_msg(doll)"; 2who = args[1].character; 3crest = this.crest; 4"return tostr(who.psc, \" is armed with \", this:title(), crest ? (\" which bears \\\"\" + crest) + \"\\\"\" | \"\", \".\");"; 5return tostr(who.psc, " is armed with ", this:title(), crest ? (", which bears " + crest) + "" | "", ".");
hide_from_look_gear
Referenced by
none
Source
1"look_gear_msg takes care of everything"; 2return 1;
parry
Referenced by
none
Source
1{by, me, weapon} = args; 2pass = pass(by, me, weapon) + (((this:condition(by, me) || 100) - 100) / 5); 3rpg = $local.rpg; 4if (parent(weapon) == rpg.magic_db.waterwhip) 5 pass = pass + this.ww_parry_bonus; 6elseif (rpg.object_db:is_missile_ammo(weapon)) 7 pass = pass + this.miss_parry_bonus; 8endif 9return pass;
emb*lazon
Referenced by
none
Source
No program (verb defined but unprogrammed).