Coding Class: Dagger
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==== Important Header Files ==== | ==== Important Header Files ==== | ||
- | * /lib/craft.h - Craft_Good | + | * /lib/craft.h |
+ | ** Craft_Good | ||
* /lib/item.h | * /lib/item.h | ||
- | * /lib/materials.h - Material_Iron | + | * /lib/materials.h |
- | * /lib/weapons.h - Weapon_Type_Dagger | + | ** Material_Iron |
- | * /lib/descriptors/description.h - Description_Type_Generic | + | * /lib/weapons.h |
- | * /lib/descriptors/element.h - Element_Type, Element_Proportion | + | ** Weapon_Type_Dagger |
+ | * /lib/descriptors/description.h | ||
+ | ** Description_Type_Generic | ||
+ | * /lib/descriptors/element.h | ||
+ | ** Element_Type | ||
+ | ** Element_Proportion | ||
==== Important Source Files ==== | ==== Important Source Files ==== |
Revision as of 21:37, 8 May 2008
// Include our base header file
#include <item.h> // Inherit our base object for what we're creating inherit "/std/item"; // configure() is where we define what the object -is-, and indirectly what it does. void configure() { // Call the configure() function from the file we inherited above. This really only calls one other function but it's necessary so that everything we're about to do works. ::configure(); // Call set_weapon_type() in the weapon extension and set it to Weapon_Type_Dagger (since we're making a dagger!) weapon()->set_weapon_type(Weapon_Type_Dagger); // Set the craft of the item. set_craft(Craft_Good); // Setup a general default description. add_description(Description_Type_Generic); // Setup the materials and forms and parts that we want our dagger to be made of. add_proportion(([ Element_Type : Material_Iron, Element_Proportion : 1.0, ])); }
Important Header Files
- /lib/craft.h
- Craft_Good
- /lib/item.h
- /lib/materials.h
- Material_Iron
- /lib/weapons.h
- Weapon_Type_Dagger
- /lib/descriptors/description.h
- Description_Type_Generic
- /lib/descriptors/element.h
- Element_Type
- Element_Proportion
Important Source Files
- /obj/extensions/weapon.c
- /std/item.c