#include <damage_types.h>
inherit ADVERSARY;inherit M_DEATH_MSG;inherit M_COMBAT_OPEN;
void wield_weapon() { this_object()->do_game_command("wield my tail");}
void setup() { set_gender(2);
set_name("%^RED%^lob%^BLUE%^strosity%^RESET%^"); set_id("%^RED%^lob%^BLUE%^strosity%^RESET%^%^RED%^Queen%^RESET%^", "lobstrosity","lobster", "queen"); set_adj("mutant","spiny","lobster","monster");
set_in_room_desc("An angry %^RED%^lob%^BLUE%^strosity%^RESET%^ %^RED%^Queen%^RESET%^ stares at you with soulless eyes."); set_long("An extremely large, mutant crustacean that vaguely resembles a lobster. It has a very hard, extremely spiny, dark blue exoskeleton, that has four pairs of jointed walking legs, a segmented body, sensory antennae, tail fan, and dark unblinking compound eyes on stalks that can move around. This particular one is definitely much larger than the average type of lobstrosity, but strangely enough, its pincer claws are less developed, and small. Instead, it has a larger belly and tail-section, with larger legs to support its extra weight. The entire body however is peppered with sharp little barbs, all of them red in colour for some strange reason. It seems to hover above a lot of spheroid objects, each having a diameter of five inches or so. This is a lobstrosity queen, and it's mighty pissed off."); set_race("lobster"); set_crafting_resource("meat", random(30)+51); // pounds set_STEM(16,0,0,0); //level 16 soldier set_stat("STR", 7); //enhanced stats set_stat("CHA", 4); set_vitals(16,24,10); // vitals of 16 health, 24mental, 10physical set_skill_knowledge("unarmed", 100); //enhanced skills set_skill_knowledge("melee_blunt", 100); set_skill_knowledge("armor_none", 240); set_armor_class(150); set_aggressive(100); //rate of aggression set_body_type("lobster"); //body type setup_attack( ([ "name": "%^BLUE%^monstrous %^BRED%^barbed%^RESET%^ tail-fin%^RESET%^", "damage": "5D6+5", //not really required but still useful to put in "max_range": 1, "damage_type": PUNCTURE+BLUNT, //damage types: see DAMAGE TYPES for reference "attack_msgs": "attack-melee" //attack messages: see ATTACK MESSAGES for reference
])); set_death_msgs( ({"$N just got %^RED%^lob%^RESET%^BLUE%^strosized%^RESET%^!" }) ); //embarassing death message set_opening_combat_actions( ({ (: wield_weapon :) }) ); //what to do in the beginning}