		    Building Non-Player Characters
		   The Nightmare IV Object Library
		 written by Descartes of Borg 951201

This document outlines the creation of non-player characters (NPC's).
On other muds, NPC's are sometimes referred to as monsters.  Like the
rooms document, this document is divided up into two sections: basic
NPC building and complex NPC building.  NPC's are living things which
inherit all the behaviours of living things.  Documentation on living
specific functionality may be found in /doc/build/Livings.

           ************************************************
		      Part 1: Basic NPC Building
           ************************************************

*****
I. The simplest NPC
*****

#include <lib.h>

inherit LIB_NPC;

static void create() {
    npc::create();
    SetKeyName("praxis peasant");
    SetId( ({ "peasant", "praxis peasant" }) );
    SetShort("a local peasant");
    SetLong("Dirty and totally disheveled, this poor inhabitant of Praxis "
	    "still somehow maintains an air of dignity that nothing can "
	    "break.");
    SetLevel(1);
    SetRace("elf");
    SetClass("fighter");
    SetGender("male");
}

There are two things you should note.  The first is that an NPC is
also a general object, meaning that you have available to you all the
things you can do with general objects, like setting descriptions and
ID's.  The second is that a basic NPC does not require a heck of a lot
more.  I will cover the NPC specific functions here.

SetLevel(1)
SetRace("elf")
SetClass("fighter")
Level, race, and class are the three most important settings in any
NPC.  Together they determine how powerful the NPC is.  You are
absolutely required to set a level and a race.  For those who
absolutely do not want to give the NPC a class, you do not have to.
But, you must instead manually set the NPC's skill levels, which is
described in the second part of this document.  In general, however,
you always want to set the class.

Together, the class and race and level determine which skills and
stats are considered important for the monster, and how good at those
skills and stats the monster is.  The order in which you call these
functions is irrelevant, as everything is recalculated any time one of
the above changes.

Also, note that SetRace() may only be called with a race listed in the
mraces command with simple NPC's.  If you wish to build an NPC with a
unique race, you need to do some limb manipulation, which is described
in the advanced section.

SetGender("male")
While not required, you will normally want to give an NPC a gender.
The default is neutral.  However, in this world, very little is
neuter.  Your choices for this function are male, female, and neuter.

*****
II. Other NPC Configuration Functions
*****

Function: int SetMorality(int amount);
Example: SetMorality(100);

This is a number between -2000 and 2000 which determines the morality
of an individual with respect to good and evil.  -2000 is absolute
evil, and 2000 is absolute good.  The actions of players determine
their morality, and often those actions are relative to a target.
Thus killing an evil being can be considered good, while killing a bad
one evil.

Function: int SetUnique(int x);
Example: SetUnique(1)

Marks the NPC as a unique monster.  This allows the room which clones
your NPC to use the negative values to SetInventory() (see
/doc/build/Rooms) to make sure the NPC only gets cloned every few
days.

           ************************************************
		    Part 2: Advanced NPC Building
           ************************************************

*****
I. Functions
*****

You may use these functions to make your NPC's a bit more interesting
than the simple variety.

Function: void SetAction(int chance, mixed val);
Examples: SetAction(5, (: DoSomething :));
          SetAction(5, ({ "!smile", "!frown" }));
          SetAction(5, ({ "The peasant looks unhappy." }));

Sets something to randomly happen every few heart beats while the NPC
is not in combat.  In the above examples, the NPC has a 5% chance each
heart beat of performing the action you provided with the second
argument.  The action can be a call to a function, a list of potential
commands, or a list of strings to be echoed to the room.

If you pass a function, that function will be called each time an
action is supposed to occur.  If you pass a list of strings, one of
those strings will be randomly chosen as the target action for this
heart beat.  If the chosen string begins with a !, it is treated as a
command.  Otherwise, it is simply echoed to the room.  Note that you
can mix commands and echo strings.

*****

Function: void SetCombatAction(int chance, mixed val);
Examples: SetCombatAction(5, (: DoSomething :));
          SetCombatAction(5, ({ "!missile", "!fireball" }));
          SetAction(5, ({ "The peasant looks angry." }));

This function works exactly the same as SetAction(), except that these
actions only get triggered while the NPC is in combat.  This is the
best place to have the NPC cast spells.

*****

Function: varargs void SetCurrency(mixed val, int amount); 
Examples: SetCurrency("gold", 100);
          SetCurrency( ([ "gold" : 100, "electrum" : 1000 ]) );

This function allows you to set how much money an NPC is carrying.
The first syntax allows you to set one currency at a time.  The second
allows you to set multiple currencies at once.  Not that if you use
the second syntax, it will blow away any currencies the NPC might
already be carrying.

*****

Function: mixed SetDie(mixed val);
Examples: SetDie("The black knight bleeds on you as he drops dead.");
          SetDie((: CheckDie :));

If you pass a string, that string will be echoed as the NPC's death
message when it dies.  If you pass a function, that function gets
called with the agent doing the killing, if any, as an argument.  For
example, with the above example, the function that you write:

int CheckDie(object killer);

gets called.  If you return 1, the NPC goes on to die.  If you return
0, the NPC does not die.  In the event you prevent death, you need to
make some arrangements with the NPC's health points and such to make
sure it really is still alive.

*****

Function: mixed SetEncounter(mixed val);
Examples: SetEncounter(40);
          SetEncounter( (: CheckDwarf :) );
          SetEncounter( ({ str1, str2 }) );

This allows you to set up e behaviour for an NPC upon encountering
another living thing.  Note that this behaviour occurrs for both
players and other NPC's.  Using the first syntax, the NPC will simply
attack any other living thing with a charisma less than 40.  The
second syntax calls the function you specify.  You may have it do any
number of things, however, you must also return a 1 or a 0 from that
function.  A 1 means that after the function is called, the NPC should
initiate combat against the thing it just encountered.  A 0 means
carry on as usual.

Finally, the third syntax is likely to be used in places other than
the create() funciton in the NPC.  This syntax lets you set a list
names which are simply enemies to the NPC.  More likely, you will be
using AddEncounter() and RemoveEncounter() for this.

*****

Function: string *AddEncounter(string name);
Example: AddEncounter((string)this_player()->GetKeyName());

Adds a name to the list of names an NPC will attack on sight.

*****

Function: string *RemoveEncounter(string name);
Example: RemoveEncounter((string)this_player()->GetKeyName());

Removes a name from the list of names an NPC will attack on sight.

*****

Function: SetInventory(mapping inventory);
Examples:
	SetInventory( ([ "/domains/Praxis/weapon/sword" : "wield sword" ]) );
	SetInventory( ([ "/domains/Praxix/etc/ruby" : 1 ]) );
	SetInventory( ([ "/domains/Praxis/etc/emerald" : -10 ]) );

This functions behaves almost identically to SetInventory() for rooms
(see /doc/build/Rooms).  The big difference is that you may pass a
string in addition to a number as the value for any item you want in
the inventory.  In the first example above, that string is the command
the NPC issues when the sword is cloned into its inventory.  In other
words, if you want an NPC to do something special with an item it has
in its inventory, in this case wield the sword, you pass the command
string as the value instead of a number.

Note that this means only one of such item will be cloned, and it
cannot be unique.

*****
II. Events
*****

The following events exist in NPC's.  You should have a good grasp of
function overriding before overriding these functions.

Event: varargs int eventDie(object target);

This event is triggered any time the NPC is killed.  The event returns
1 if the NPC dies, 0 if it fails to die, and -1 on error.  If you
intend to allow the NPC to die, you should call npc::eventDie(target)
and make sure it returns 1.

*****

Event: int eventFollow(object dest, int chance);

This event is triggered whenever an NPC is following another living
thing and that thing leaves the room.  Returnung 1 means that the NPC
successfully followed the other being, and 0 means the NPC did not.

*****
3. Manipulating limbs
*****

The basic set of limbs an NPC gets is generally set when you set its
race.  You can get a list of supported NPC races through the mraces
command.  Occassionally, however, you may want to create NPCs of
unique races, or with unique body structures.  Or perhaps you want a
human whose right hand is already amputated.  This section deals with
doing those things.

Amputating a limb is simple.  Call RemoveLimb("limb").  Note that that
is not useful for removing a limb that should not be there.  Instead,
it is used for amputating a limb that looks amputated.

If, on the other hand, you wish to remove a limb which simply should
not have been there in the first place, call DestLimb("limb").

The most simple case of actual limb manipulation, however, is to
change the basic structure of an individual NPC around for some
reason.  For example, perhaps you wanted to add a tail to a human.
For this, you use the AddLimb() function.

Function: varargs int AddLimb(string limb, string parent, int class, int *armours);
Examples: AddLimb("tail", "torso", 4)
          AddLimb("head", "torso", 1, ({ A_HELMET, A_VISOR, A_AMULET }));
       
This function adds a new limb to the NPC's body.  The first argument
is the name of the limb to be added.  The second argument is the name
of the limb to which it is attached.  The third argument is the limb
class.  Limb class is a number between 1 and 5.  The lower the number,
the harder the limb is to remove.  A limb class of 1 also means that
removal of the limb is fatal.  The fourth, optional argument is a list
of armour types which may be worn on that limb.

In some cases, you may wish to create a new race from scratch.  This
requires adding every single limb manually.  You first call SetRace()
with a special second argument to note that you are creating a new
race:

SetRace("womble", 1);

Then, you add the limbs for that race one by one.  Make sure you call
SetRace() first.
