// gargoyle.c



#include <ansi.h>

#include <login.h>



inherit NPC;



string *death_msg = ({

	HIW "フ礚盽弧笵侈穝ㄓぐ或\n\n" NOR,

	HIW "フ礚盽ノ钵泊╪帝钩璶ち\n\n" NOR,

	HIW "フ礚盽羘眖砈い鼻セ钩眀狥﹁陆帝\n\n" NOR,

	HIW "フ礚盽蛔弧笵玿锭关ゼ荷或\n\n" NOR,

	HIW "フ礚盽穔穔繷价笵絵絵ǐ\n\n"

		"潮緻铭礛瞷е瞅\n\n" NOR,

});



void create()

{

	set_name("フ礚盽", ({ "white gargoyle", "gargoyle" }) );

	set("long",

		"フ礚盽帝︕繷傈帝フ羪ぃヴ︙尺玸贾\n");

	set("attitude", "peaceful");

	set("chat_chance", 15);

	set("chat_msg", ({

		(: this_object(), "random_move" :),

		"フ礚盽祇皚钩〥羘讽祇瞷タ猔跌帝傈泊\n",

		"フ礚盽р︕繷ㄓ絯絯籕籕︑フも\n"

	}) );

	set("age", 217);

	set("combat_exp", 20000);

	set("max_gin", 900);

	set("max_kee", 900);

	set("max_sen", 200);

	set_skill("dodge", 40);

	set_skill("unarmed", 40);

	setup();

}



void init()

{

	::init();

	if( !previous_object()

	||	!userp(previous_object())

	||	wizardp(previous_object()) ) return;

	call_out( "death_stage", 5, previous_object(), 0 );

}



void death_stage(object ob, int stage)

{

	if( !ob || !present(ob) ) return;



	tell_object(ob, death_msg[stage]);

	if( ++stage < sizeof(death_msg) ) {

		call_out( "death_stage", 5, ob, stage );

		return;

	} else

		ob->reincarnate();



	ob->move(REVIVE_ROOM);

	message("vision",

		"┛礛祇瞷玡紇ぃ筁ê紇钩竒ê柑\n"

		"琌⊿祇谋\n", environment(ob), ob);

}





