text: #include <ansi.h>
  inherit NPC;
  
  mixed ask_me();
  
  void create()
  {
  	set_name("孟婆", ({ "meng po", "meng", "po" }) );
  	set("title", HIR "奈河桥渡者" NOR);
  	set("gender", "女性");
  	set("age", 390);
  	set("long",
  		"这就是奈河桥的孟婆，她面颊深陷，瘦骨零丁。\n");
  
  	set("attitude", "peaceful");
  	set("combat_exp", 2500000);
  
          set("chat_chance", 1);
          set("chat_msg",({
                  CYN "孟婆说道：孩子，喝碗汤吧。\n" NOR,
                  CYN "孟婆说道：过了奈河桥，前途就艰难了。\n" NOR,
                  CYN "孟婆弓着腰煮着孟婆汤。\n" NOR,
                  CYN "孟婆轻轻咳嗽了几声。\n" NOR,
          }));
  
  	set("inquiry", ([
  		"孟婆汤" : (: ask_me :),
  		"汤"     : (: ask_me :),
  		"喝汤"   : (: ask_me :),
  		"tang"   : (: ask_me :),
  	]));
  
  	set("count", 10);
  
  	setup();
  
  	carry_object(__DIR__"obj/cloth3")->wear();
  }
  
  mixed ask_me()
  {
  	//mapping fam; 
  	object ob;
          object me = this_player();
  
          if ( ! me->is_ghost() && ! wizardp(me))
  		return "阳人喝什么孟婆汤？";
  
          if (me->query("combat_exp") < 10000000)
  		return "你还是回去吧，这汤…你不喝也罢。";
  
  	if ( present("mengpo tang", this_player()) )
  		return "你身上不是还有一碗吗？怎么死了还这么贪心？";
  
          if (time() - me->query_temp("last_eat/mengpo_tang") < 200)
  		return "你不是刚刚才喝了一碗吗？";
  
  	if (query("count") < 1)
  		return "汤已经舀完了，待我再煮一锅。";
  
  	ob = new("/d/death/obj/tang");
  	ob->move(me);
  
  	add("count", -1);
  
  	message_vision(HIC "\n孟婆弓下腰，舀了一碗孟婆汤递给$N" HIC "。\n\n" NOR, me);
  		return "孩子，喝了这汤就该上路了。";
  }
  