
      Mosobp Fix file 1


OK, organization and neatness is a must.
your code needs to be neat and clean.

This includes spacing from the left in 2's
and keeping your info in the same place in
each file. I also took out the * on the right 
side of the header so you dont have to worry about
keeping it in a straight line. I set up this file as
an example for you to fix the rest.  I have
not addressed the level hp wc ac issues. do you use 
/doc/build/RULES/monster.guide 
to keep levels in line with mud standards?
also do you have an external editor? like crimson editor(their free)
It makes coding easier, kinda like using word.

On your 2 obj's the long is Blah, that wont work.
give them a description.

I lined out a room file as well.  I know that many
different ways of coding will work but it needs to 
be clean, organized and use proper spacing. also 
I talk to Fred about the area cause were are
trying to have areas that are not 1 room replicated 
many times.  If i understood you correct this is a
DBZ theme. Well let talk about it when you are on.

This file does NOT address grammar and spelling, just format
fix the format then I will hit the files again 


/*                                       
 *  File:         /players/mosobp/areas/BATTLE/NPC/saibaman2.c
 *  Function:     mob                      
 *  Author(s):    Mosobp@Nirvana           
 *  Copyright:    copyright (c) 2008 Mosobp 
 *                all rights reserved                                             
 *                                       
 *  Source:      6/17/08                     
 *  Notes:                               
 *                                       
 *                                       
 *  Change History:                      
 */

#include "/sys/lib.h"

#include "/obj/ansi.h"

inherit "/obj/monster";

reset(arg)
{
  object gold;
  ::reset(arg);
  if(arg) return;
  set_name("saibaman");
  set_short(HIB+"Saibaman"+NORM);
  set_race("saiba");
  set_long(
  "Saibamen are short little colorful creatures that look\n"+
  "similar to ET. Its looks are rather deceiving because\n"+
  "the saibamen are actually some powerful foes.\n");
  set_level(20);
  set_hp(700+random(150));
  set_wc(30);
  set_ac(13+random(5));
  set_al(0);
  gold=clone_object("obj/money");
  gold->set_money(random(1000)+5000);
  move_object(gold, this_object());
  set_heart_beat(1);
  set_wander(1);
  set_wander_interval(6);
  set_wander_realm("/players/mosobp/areas/BATTLE/rooms/");
  add_spell("kiblast",
    "The "+HIC+"Ki Blast"+NORM+" burns your stomach!\n",
    "#MN# puts his hands in front of him and a"+HIC+" Ki Blast "+NORM+"shoots from his hands.\n",
    45,20-45,"other|fire");
}



/*                                       
 *  File:           /players/mosobp/areas/BATTLE/rooms/b11.c    
 *  Function:       room                      
 *  Author(s):      Mosobp@Nirvana           
 *  Copyright:      copyright (c) 2008 Mosobp 
 *                  all rights reserved          
 *                                                              
 *  Source:        6/17/08                     
 *  Notes:                               
 *                                       
 *                                       
 *  Change History:                      
 */

#include "/sys/lib.h"

#include "ansi.h"

inherit "room/room";

reset(arg)
{
  ::reset(arg);  /*I placed mobs here cause sometimes there are calling issue if you dont*/
  if( !present("saibaman", this_object()) )
    move_object(clone_object("/players/mosobp/areas/BATTLE/NPC/saibaman2.c"), this_object());
  if( !present("android", this_object()) )
    move_object(clone_object("/players/mosobp/areas/BATTLE/NPC/android.c"),this_object());
  if(arg) return ;
  set_light(1);/*I moved light up*/
  short_desc = GRN+"An open field"+NORM;
  long_desc = 
  "An open area of land with plush green grass all\n"+
  "around.  Far off to the east a cliff rises into\n"+
  "the sky.  The sky seems to darken as it nears the\n"+
  "cliff.\n";
  items=  /*items and dest_dir both are indented by 2's so the ({ has 2 spaces then the items are 4*/
  ({
    "grass",
    "Plush green grass with flowers occassionally growing in it",
    "cliff",
    "The cliff is off to the east",
    "sky",
    "The sky above is clear and normal, as it reaches the cliff it darkens",
  });

  dest_dir =
  ({
    "players/mosobp/areas/BATTLE/rooms/b6.c",    "northwest",
    "players/mosobp/areas/BATTLE/rooms/b7.c",    "north",
    "players/mosobp/areas/BATTLE/rooms/b16.c",   "south",
    "players/mosobp/areas/BATTLE/rooms/b15.c",   "southwest",
    "players/mosobp/areas/BATTLE/rooms/b12.c",   "east",
    "players/mosobp/areas/BATTLE/rooms/b10.c",   "west",
  });
}
