# Copyright (c)2000-2013, Chris Pressey, Cat's Eye Technologies.
# All rights reserved.
# Distributed under a BSD-style license; see file LICENSE for more info.
package Actor;
### BAKERSPORT
$ehrla = Actor->new('name' => 'Ehrla',
'proper' => 1,
'max' => {
'strength' => Dice->new(18,1),
'constitution' => Dice->new(18,1),
'dexterity' => Dice->new(16,1),
'intelligence' => Dice->new(11,1),
'spirit' => Dice->new(9,1),
'charisma' => Dice->new(9,1),
},
'sex' => 'Female',
'race' => 'Human',
'appearance' => 'person',
'color' => 'blue',
'hair_type' => 'straight',
'hair_color' => 'black',
'eye_type' => 'cold',
'eye_color' => 'grey',
'skin_type' => 'sooty',
'skin_color' => 'pink',
'body_aim' => 'smart_biped',
'combat' => 'Fight',
'domhand' => 'lhand',
)->class('soldier',4)->class('smith',8);
$ehrla->take($Item::broadsword->make($Adj::iron)->bunch(::d(1,6))->perceive_value($Item::coin->make($Adj::silver)->bunch(60)->clone->identify)->identify);
$ehrla->take($Item::longsword->make($Adj::iron)->bunch(::d(1,6))->perceive_value($Item::coin->make($Adj::silver)->bunch(70)->clone->identify)->identify);
$ehrla->take($Item::longsword->make($Adj::iron)->fine->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(140)->clone->identify)->identify);
$ehrla->take($Item::short_sword->make($Adj::iron)->bunch(::d(1,6))->perceive_value($Item::coin->make($Adj::silver)->bunch(40)->clone->identify)->identify);
$ehrla->take($Item::katana->make($Adj::iron)->bunch(::d(1,6))->perceive_value($Item::coin->make($Adj::silver)->bunch(50)->clone->identify)->identify);
$ehrla->take($Item::dagger->make($Adj::iron)->bunch(::d(1,6))->perceive_value($Item::coin->make($Adj::silver)->bunch(25)->clone->identify)->identify);
$ehrla->take($Item::knife->make($Adj::iron)->bunch(::d(1,6))->perceive_value($Item::coin->make($Adj::silver)->bunch(20)->clone->identify)->identify);
$ehrla->take($Item::rod->make($Adj::iron)->crude->bunch(::d(4,4))->perceive_value($Item::coin->make($Adj::silver)->bunch(3)->clone->identify)->identify);
$ehrla->take($Item::hammer->make($Adj::iron)->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(100)->clone->identify)->identify);
$ehrla->take($Item::club->make($Adj::wood)->fine->bunch(::d(1,3))->perceive_value($Item::coin->make($Adj::silver)->bunch(20)->clone->identify)->identify);
$ehrla->take($Item::mace->make($Adj::iron)->bunch(::d(1,3))->perceive_value($Item::coin->make($Adj::silver)->bunch(45)->clone->identify)->identify);
$ehrla->take($Item::flail->make($Adj::iron)->bunch(::d(1,4))->perceive_value($Item::coin->make($Adj::silver)->bunch(55)->clone->identify)->identify);
$ehrla->take($Item::quarterstaff->make($Adj::wood)->bunch(::d(1,3))->perceive_value($Item::coin->make($Adj::silver)->bunch(30)->clone->identify)->identify);
$ehrla->take($Item::quarterstaff->make($Adj::wood)->fine->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(60)->clone->identify)->identify);
$ehrla->learn(Talent::train('smith',1), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(150)->clone->identify);
$ehrla->learn(Talent::train('smith',2), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(400)->clone->identify);
$ehrla->learn(Talent::train('smith',3), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(1000)->clone->identify);
$ehrla->learn(Talent::train('smith',4), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(2500)->clone->identify);
$bonzi = Actor->new('name' => 'Bonzi',
'proper' => 1,
'max' => {
'strength' => Dice->new(11,1),
'constitution' => Dice->new(9,1),
'dexterity' => Dice->new(12,1),
'intelligence' => Dice->new(14,1),
'spirit' => Dice->new(11,1),
'charisma' => Dice->new(18,1),
},
'sex' => 'Male',
'race' => 'Gnome',
'appearance' => 'person',
'color' => 'grey',
'hair_type' => 'curly',
'hair_color' => 'white',
'eye_type' => 'smiling',
'eye_color' => 'azure',
'skin_type' => 'gnarled',
'skin_color' => 'grey',
'body_aim' => 'smart_biped',
'combat' => 'TalentFight',
'domhand' => 'rhand',
)->class('mage',4)->class('merchant',8);
$bonzi->take($Item::blank_manual->enchant($Talent::minor_heal)->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::gold)->bunch(250)->clone->identify)->identify);
$bonzi->take($Item::blank_manual->enchant($Talent::major_heal)->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::gold)->bunch(750)->clone->identify)->identify);
$bonzi->take($Item::blank_manual->enchant(Talent::cause('confused',Dice->new(3,6)))->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::gold)->bunch(300)->clone->identify)->identify);
$bonzi->take($Item::blank_manual->enchant(Talent::cure('confused'))->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::gold)->bunch(300)->clone->identify)->identify);
$bonzi->take($Item::blank_manual->enchant(Talent::cause('blind',Dice->new(3,6)))->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::gold)->bunch(300)->clone->identify)->identify);
$bonzi->take($Item::blank_manual->enchant(Talent::cure('blind'))->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::gold)->bunch(300)->clone->identify)->identify);
$bonzi->take($Item::blank_manual->enchant($Talent::lightning_bolt)->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::gold)->bunch(500)->clone->identify)->identify);
$bonzi->take($Item::blank_manual->enchant(Talent::summon($Actor::floating_skull, Dice->new(2,3)))->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::gold)->bunch(750)->clone->identify)->identify);
$bonzi->take($Item::blank_manual->enchant(Talent::create($Terrain::waxwork_wall))->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::gold)->bunch(500)->clone->identify)->identify);
$bonzi->{waist} = $Item::girdle->make($Adj::meteoric_iron)->ofstat('strength',+7);
$bonzi->{rhand} = $Item::club->make($Adj::lead)->magicked(+4)->ofstat('constitution',+1);
$bonzi->{rfinger} = $Item::ring->make($Adj::copper)->ofstat('constitution',+1);
$bonzi->{feet} = $Item::boots->make($Adj::leather)->ofstat('dexterity',+1);
$bonzi->learn(Talent::train('mage',1), 100)->perceive_value($Item::coin->make($Adj::gold)->bunch(100)->clone->identify);
$bonzi->learn(Talent::train('mage',2), 100)->perceive_value($Item::coin->make($Adj::gold)->bunch(500)->clone->identify);
$eblec = Actor->new('name' => 'Eblec',
'proper' => 1,
'max' => {
'strength' => Dice->new(7,1),
'constitution' => Dice->new(11,1),
'dexterity' => Dice->new(15,1),
'intelligence' => Dice->new(15,1),
'spirit' => Dice->new(15,1),
'charisma' => Dice->new(11,1),
},
'sex' => 'Male',
'race' => 'Elf',
'appearance' => 'person',
'color' => 'white',
'hair_type' => 'frazzled',
'hair_color' => 'blond',
'eye_type' => 'deep',
'eye_color' => 'green',
'skin_type' => 'puffy',
'skin_color' => 'white',
'body_aim' => 'smart_biped',
'combat' => 'TalentFight',
'domhand' => 'rhand',
)->class('ranger',4)->class('merchant',8);
$eblec->take($Item::coin->make($Adj::silver)->bunch(::d(30,5))->identify);
$eblec->take($Item::mundane_mushroom->enchant($Talent::minor_heal)->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(150)->clone->identify)->clone->identify);
$eblec->take($Item::mundane_mushroom->enchant(Talent::cure('blind'))->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(250)->clone->identify)->clone->identify);
$eblec->learn(Talent::train('merchant',1), 100)->perceive_value($Item::coin->make($Adj::gold)->bunch(250)->clone->identify);
$eblec->learn(Talent::train('merchant',2), 100)->perceive_value($Item::coin->make($Adj::gold)->bunch(1000)->clone->identify);
# $eblec->take($Item::blank_scroll->enchant(Talent::summon($Actor::green_alligator, Dice->new(1,2,+1)))->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(400)->clone->identify)->clone->identify);
# $eblec->take($Item::blank_card->capture($Actor::grizzly_bear)->perceive_value($Item::coin->make($Adj::silver)->bunch(400)->clone->identify)->identify);
# $eblec->take($Item::blank_card->capture($Actor::elf->class('thief',4)->zombie)->perceive_value($Item::coin->make($Adj::silver)->bunch(400)->clone->identify)->identify);
# $eblec->take($Item::blank_card->capture($Actor::grumchik->wily)->perceive_value($Item::coin->make($Adj::silver)->bunch(200)->clone->identify)->identify);
# $eblec->take($Item::belt->make($Adj::bronze)->ofstat('strength',+1)->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(5000)->clone->identify)->identify);
# $eblec->take($Item::cloak->make($Adj::leather)->ofstat('dexterity',+1)->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(7500)->clone->identify)->identify);
$sirgon = Actor->new('name' => 'Sirgon',
'proper' => 1,
'max' => {
'strength' => Dice->new(9,1),
'constitution' => Dice->new(9,1),
'dexterity' => Dice->new(12,1),
'intelligence' => Dice->new(16,1),
'spirit' => Dice->new(18,1),
'charisma' => Dice->new(10,1),
},
'sex' => 'Male',
'race' => 'Human',
'appearance' => 'person',
'color' => 'lime',
'hair_type' => 'balding',
'hair_color' => 'white',
'eye_type' => 'sad',
'eye_color' => 'grey',
'skin_type' => 'sickly',
'skin_color' => 'green',
'body_aim' => 'smart_biped',
'combat' => 'TalentFight',
'domhand' => 'rhand',
)->class('merchant',4)->class('cleric',8);
$sirgon->take($Item::blank_scroll->enchant($Talent::minor_heal)->perceive_value($Item::coin->make($Adj::silver)->bunch(30)->clone->identify)->identify->bunch(::d(2,4)));
$sirgon->take($Item::blank_scroll->enchant($Talent::major_heal)->perceive_value($Item::coin->make($Adj::silver)->bunch(100)->clone->identify)->identify->bunch(::d(2,4)));
$sirgon->take($Item::blank_scroll->enchant(Talent::cure('blind'))->perceive_value($Item::coin->make($Adj::silver)->bunch(200)->clone->identify)->identify->bunch(::d(2,4)));
$sirgon->take($Item::blank_scroll->enchant(Talent::cure('dumb'))->perceive_value($Item::coin->make($Adj::silver)->bunch(200)->clone->identify)->identify->bunch(::d(2,4)));
$sirgon->take($Item::blank_scroll->enchant(Talent::cure('deaf'))->perceive_value($Item::coin->make($Adj::silver)->bunch(250)->clone->identify)->identify->bunch(::d(2,4)));
# blessed armor and weapons
$sirgon->learn(Talent::train('cleric',1), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(50)->clone->identify);
$sirgon->learn(Talent::train('cleric',2), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(50)->clone->identify);
$sirgon->learn(Talent::train('cleric',3), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(50)->clone->identify);
$sirgon->learn(Talent::train('cleric',4), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(50)->clone->identify);
# $eblec->take($Item::blank_card->capture($Actor::grizzly_bear)->perceive_value($Item::coin->make($Adj::silver)->bunch(400)->clone->identify)->identify);
# $eblec->take($Item::blank_card->capture($Actor::elf->class('thief',4)->zombie)->perceive_value($Item::coin->make($Adj::silver)->bunch(400)->clone->identify)->identify);
# $eblec->take($Item::blank_card->capture($Actor::grumchik->wily)->perceive_value($Item::coin->make($Adj::silver)->bunch(200)->clone->identify)->identify);
# $eblec->take($Item::belt->make($Adj::bronze)->ofstat('strength',+1)->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(5000)->clone->identify)->identify);
# $eblec->take($Item::cloak->make($Adj::leather)->ofstat('dexterity',+1)->bunch(::d(1,2))->perceive_value($Item::coin->make($Adj::silver)->bunch(7500)->clone->identify)->identify);
$boutek = Actor->new('name' => 'Boutek',
'proper' => 1,
'max' => {
'strength' => Dice->new(18,1),
'constitution' => Dice->new(16,1),
'dexterity' => Dice->new(12,1),
'intelligence' => Dice->new(9,1),
'spirit' => Dice->new(9,1),
'charisma' => Dice->new(10,1),
},
'sex' => 'Male',
'race' => 'Dwarf',
'appearance' => 'person',
'color' => 'white',
'hair_type' => 'trimmed',
'hair_color' => 'white',
'eye_type' => 'vacant',
'eye_color' => 'pink',
'skin_type' => 'light',
'skin_color' => 'grey',
'body_aim' => 'smart_biped',
'combat' => 'Fight',
'domhand' => 'rhand',
)->class('merchant',4)->class('soldier',8); # gladiator
$boutek->learn(Talent::train('soldier',1), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(100)->clone->identify);
$boutek->learn(Talent::train('soldier',2), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(300)->clone->identify);
$boutek->learn(Talent::train('soldier',3), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(800)->clone->identify);
$boutek->learn(Talent::train('soldier',4), 100)->perceive_value($Item::coin->make($Adj::silver)->bunch(2000)->clone->identify);
$phaeref = Actor->new('name' => 'Phaeref',
'proper' => 1,
'max' => {
'strength' => Dice->new(16,1),
'constitution' => Dice->new(17,1),
'dexterity' => Dice->new(13,1),
'intelligence' => Dice->new(11,1),
'spirit' => Dice->new(11,1),
'charisma' => Dice->new(6,1),
},
'sex' => 'Female',
'race' => 'Human',
'appearance' => 'person',
'color' => 'grey',
'hair_type' => 'grizzled',
'hair_color' => 'yellow',
'eye_type' => 'icy',
'eye_color' => 'azure',
'skin_type' => 'rough',
'skin_color' => 'brown',
'body_aim' => 'smart_biped',
'combat' => 'Fight',
'domhand' => 'rhand',
)->class('merchant',4)->class('soldier',8); # sailor
$phaeref->take($Item::coin->make($Adj::gold)->bunch(::d(30,30))->perceive_value($Item::coin->make($Adj::silver)->bunch(10)->clone->identify)->identify);
$phaeref->take($Item::coin->make($Adj::silver)->bunch(::d(90,90))->perceive_value($Item::coin->make($Adj::copper)->bunch(10)->clone->identify)->identify);
$phaeref->take($Item::coin->make($Adj::copper)->bunch(::d(90,800))->identify);
# hire boat, etc.
1;