#include <lib.h>
inherit LIB_SENTIENT;
static void create() {
sentient::create();
SetKeyName("zafo");
SetId(({"dude"}));
SetAdjectives(({"punk rock", "punkrock", "rock", "cool"}));
SetShort("Zafo");
SetLong("Zafo is a cool dude, and totally punk rock.");
SetLevel(1);
SetRace("human");
SetClass("fighter");
SetGender("male");
SetInventory( ([
"/domains/town/armor/jacket" : "wear jacket",
"/domains/town/armor/pants" : "wear pants",
"/domains/town/armor/boot_l" : "wear left boot",
"/domains/town/armor/boot_r" : "wear right boot",
]) );
SetTalkResponses( ([
"s up" : "Nothin'.",
"re you rebelling against" : "Waddaya got?",
]) );
}
void init(){
sentient::init();
}
update zafo
/domains/town/npc/zafo: Ok
Dead Souls Omega /domains/town/npc >
clone zafo
Zafo wears leather pants.
Zafo wears a black leather jacket.
Zafo wears a black leather boot.
Zafo wears a black leather boot.
You clone Zafo ( /domains/town/npc/zafo.c ).
Dead Souls Omega /domains/town/npc >
'what're you rebelling against?
You ask in Common, "What're you rebelling against?"
Zafo asks in English, "Waddaya got?"
As you can see it works ok. You'll notice, though, that
Zafo speaks English and I speak Common. Since Zafo
is level 1 (a newbie) he can understand me. When I
set his level above MAX_NEWBIE_LEVEL, though, he
hears what I say as gibberish, because he doesn't grok
Common. That is probably what is happening in your case.
bk zafo
Copied: /domains/town/npc/zafo.c to /realms/cratylus/bak/zafo.c.1194920581
Dead Souls Omega /domains/town/npc >
modify zafo level 10
Indenting file...
"/tmp/indent.1194920589.tmp.dat" 29 lines 782 bytes
Exit from ed.
Done.
Indenting file...
"/tmp/indent.1194920589.tmp.dat" 29 lines 783 bytes
Exit from ed.
Zafo wears leather pants.
Zafo wears a black leather jacket.
Zafo wears a black leather boot.
Zafo wears a black leather boot.
Done.
Dead Souls Omega /domains/town/npc >
'what're you rebelling against?
You ask in Common, "What're you rebelling against?"
Dead Souls Omega /domains/town/npc >
If that's what you're running into, then just add this
to your NPC's create() function:
SetPolyglot(1);
And that'll fix him right up.
Sadly that's not a QCS option yet, you'll have to
add it with an editor, but I'll add it for a future release.
-Crat