-! *******************************************************************
-! MIZNIA -- add-on for SPIRITWRAK
-! *******************************************************************
-
-
-Object MIZNIA_GUSStop "Mizniaport"
- with description "The Great Change certainly hasn't changed the \
-ultra-swank city of Mizniaport. The entire place is filled with \
-splashy color and a disturbing sense of moderness. There's a \
-stairway down here, while side walkways head west and \
-northeast.",
- name "color" "moderness" "stairway" "walkway" "walkways",
- d_to MIZNIA_GUSStation,
- w_to MIZNIA_Park,
- ne_to FROBAR_Ent,
- has light;
-
-Object MIZNIA_Park "Miznia Suburbs"
- with description "Overly cozy-looking homes sprout up all over \
-the place here. Ridiculously \
-well-trimmed front lawns remind you that you're still in Miznia. \
-A nice pebble path heads east and west. You see the entrance to \
-a swank-looking boutique to the south.",
- name "homes" "lawns" "pebble" "path",
- e_to MIZNIA_GUSStop,
- w_to MIZNIA_Outskirts,
- s_to MIZNIA_Boutique,
- in_to MIZNIA_Boutique,
- has light;
-
-Object MIZNIA_Boutique "Swank Boutique"
- with description "A ultra-swank accessory store, filled with \
-flashy items for the fashion-unconscious shopper. \
-An exit lies north.",
- name "items" "accessory",
- out_to MIZNIA_Park,
- n_to MIZNIA_Park,
- has light;
-
-Object boutique_sign "small sign" MIZNIA_Boutique
- with description "The sign reads ~PLEASE RING BELL FOR SERVICE~",
- name "small" "sign",
- has static;
-
-Object MIZNIA_Outskirts "City Limits"
- with description "The city stops here abruptly. The Miznia jungle \
-makes its presence known for real here, forming a natural barrier. A \
-path leads east, while an almost overgrown path leads into the jungle \
-to the southwest.",
- name "path" "jungle" "barrier",
- e_to MIZNIA_Park,
- sw_to Jungle_Edge,
- has light;
-
-Object c8 "coin" MIZNIA_Boutique class coin_class;
-
-Object Jungle_Edge "Edge of Jungle"
- with description "Wild birds and wilder vegetation distract you from \
-a faint trail through the jungle here. The path leads northeast and \
-southwest.",
- name "birds" "vegetation" "trail",
- ne_to MIZNIA_Outskirts,
- sw_to Deep_Jungle,
- has light;
-
-Object Deep_Jungle "Deep Jungle"
- with description "You're in very deep jungle, just on the verge of \
-getting lost. Your surroundings are green and untamed. A path \
-leads northeast, while a muddy path heads south.",
- name "mud" "path",
- ne_to Jungle_Edge,
- s_to Swamp,
- has light;
-
-Object Swamp "Swamp"
- with description [;
- print "You're knee-deep in a murky swamp. Huge swamp grasses \
-wall you in";
- if (self has general)
- print ", except for a section to the west";
- ". Drier land is north or south.";
- ],
- name "swamp" "land",
- n_to Deep_Jungle,
- s_to Jungle_Clearing,
- w_to [;
- if (self hasnt general)
- "You can't go that way.";
- else return Jungle_Ruins;
- ],
- has light;
-
-Nearby grasses "grasses"
- with name "grass" "grasses",
- description "Tall, thick swampgrass.",
- before [;
- Push, Pull, Cut, Attack:
- "The grass is extremely hardy.";
- Search:
- if ((Jungle_Map notin player))
- "You hunt around in the grasses for a while and find nothing.";
- else {
- give Swamp general;
- Achieved(21);
- "You check the jungle map. Sure enough, there's a loose \
-patch of grass that you could duck under to the west.";
- }
- Cast:
- if (the_spell_was == throck_spell)
- "Grasses don't grow much more than this.";
- ],
- has scenery;
-
-
-Object Jungle_Clearing "Jungle Clearing"
- with description "The Jungle clears out a bit here, so you can actually \
-see patches of sky and walk ten paces without running into a tree. There's \
-a path into the jungle undergrowth to the north. \
-You notice a group of jungle natives gathered here.",
- name "sky" "path",
- number 1,
- n_to Swamp,
- each_turn [ ;
- if (Jungle_Clearing.number == 2) {
- move Shaman to Jungle_Clearing;
- Jungle_Clearing.number = 5;
- "^A single native tribesman breaks away from the group and \
-approaches you.";
- }
- if (Jungle_Clearing.number == 1)
- Jungle_Clearing.number = 2;
- ],
- has light;
-
-Nearby natives "natives"
- with name "natives" "group",
- description "A group of jungle natives in elaborate feather and \
- fur clothing. They appear to be armed with large spears.",
- life [;
-default: "The group of natives looks at you with distrusting stares.";
- ],
- before [;
-Cast:
- if (the_spell_was == espnis_spell or foblub_spell)
-"They can't understand your language, thus the meaning of \
-the sermon is lost on them.";
- ],
- has animate concealed;
-
-
-
-Object Jungle_Ruins "Hidden Ruins"
- with description "Hidden here in some extremely deep jungle \
- are the ruins of some ancient civilization. Broken sandstone \
- structures are nearly covered with jungle vines and mosses. \
- There is a partially intact structure to the north. \
- It seems to be a short pyramid-like building, with a single \
- dark entrance hidden amongst vines. Definitely a find to \
- write the Monastery about, or at least your local \
- Archeology Guild.",
- name "sandstone" "structures" "structure" "vines"
-"pyramid" "entrance" "mosses",
- e_to Swamp,
- n_to TEMPLE_Ent,
- has light;
-
-! (The ancient temple, unlit, of course)
-Object TEMPLE_Ent "Pyramid Entrance"
- with description "A damp, dark, unmarked stone room. You can hear \
- the sounds of the jungle from the exit to the south. There \
- are dark passages north and east.",
- s_to Jungle_Ruins,
- e_to TEMPLE_Statue_room,
- n_to TEMPLE_Trap,
- before [;
- Listen: "You hear noises of the jungle from the south.";
- ],
-;
-
-Object TEMPLE_Statue_room "Statue Room"
- with description "A tiny dark chamber, with a passage west.",
- w_to TEMPLE_Ent,
-;
-
-Nearby TEMPLE_Statue "large statue"
- with name "statue",
- description "A stone statue of some ancient \
- warrior, probably intended to frighten off visitors.",
- before [;
- ! manual dealing with PushDir (only 3 possible locs anyway)
- PushDir:
- if (self has general)
- "The statue is stuck fast and doesn't budge.";
- if ((self in TEMPLE_Statue_room) && (second == w_obj)) {
- print "^There's a grinding noise as you push the statue west.^";
- AllowPushDir(); rtrue;
- }
- if ((self in TEMPLE_Ent) && (second == s_obj))
- "^The statue doesn't appear to fit through the \
- entranceway.";
- if ((self in TEMPLE_Ent) &&
- ((second == n_obj) || (second == e_obj))) {
- print "^There's a grinding noise as you push the statue.^";
- AllowPushDir(); rtrue;
- }
- if ((self in TEMPLE_Trap) && (second == s_obj)) {
- print "^There's a grinding noise as you push the statue south.^";
- AllowPushDir(); rtrue;
- }
- if ((self in TEMPLE_Trap) && (second == n_obj)) {
- give self general;
- move rollers to TEMPLE_Trap;
- "You start to push the statue north, and hear a strange \
- click. Suddenly, two enormous stone rolling pins slide \
- down from the east and west sides of the room! \
- Desperately, you topple the statue and hide behind it. \
- You hear a huge crash!^^\
- You open your eyes, surprised to find yourself not \
- squashed into pancake. The statue has wedged itself \
- neatly between the two giant rollers, effectively \
- blocking them!";
- }
- "You can't push the statue that way.";
- Take:
- "The statue rocks back and forth a bit, but is \
-far too heavy to take.";
- Push:
- print "The statue ";
- if (self hasnt general)
- "rocks back and forth a bit.";
- else "seems to be stuck.";
- ],
- has static;
-
-Object TEMPLE_Trap "Strange Chamber"
- with description "This is an odd long hallway running north and south. \
-The stone floor is noticeably concave, sloping upwards to \
-the east and west. It's like being in a long stone \
-channel.",
- name "slope" "channel",
- s_to TEMPLE_Ent,
- e_to "The floor gets too steep, and you slide back down.",
- w_to "The floor gets too steep, and you slide back down.",
- n_to [;
- if (TEMPLE_Statue hasnt general) {
- deadflag = 1;
- "You head north, and hear a strange click. Suddenly, \
- two huge stone rolling pins roll down from the east \
- and west sides of the room! Desperately, you try to \
- escape, but the hall is too long, and the stone \
- rollers too fast. You are crushed to jelly.";
- }
- else {
- print "You step over and around the jammed rollers and \
- the statue and head north.^";
- return TEMPLE_1;
- }
- ],
-;
-
-Object rollers "stone rollers"
- with name "roller" "rollers" "stone",
- initial "There are two stone rollers pinned against the statue.",
- description "Massive stone rolling pins.",
- before [;
-Push, Pull, Attack, Turn, Shake, Squeeze:
-"The rollers are huge and stuck fast.";
- ],
- has static;
-
-Object TEMPLE_1 "Bare Chamber"
- with description "You are in a bare stone chamber with passages leading \
-north, east, south and west. A stone ladder also heads upwards through a \
-dark hole in the ceiling.",
- name "ladder" "hole",
- s_to TEMPLE_Trap,
- n_to TEMPLE_1N,
- e_to TEMPLE_1E,
- w_to TEMPLE_1W,
- u_to TEMPLE_2,
-;
-
-Object TEMPLE_1W "Small Chamber"
- with description "You're in a small bare chamber. On one of the walls, \
- you notice an engraving, almost worn away with age. It seems to be a \
- picture of a jungle village, and you recognize the pyramid you are currently in. \
- An exit lies east.",
- e_to TEMPLE_1,
-;
-
-Object TEMPLE_1N "Small Chamber"
- with description "You're in a rather bare chamber. On one of the walls, \
- you see a worn engraving depicting a group of robed figures standing in \
- some chamber. They are carrying several long reeds. An exit lies south.",
- s_to TEMPLE_1,
-;
-
-Object TEMPLE_1E "Small Chamber"
- with description "You're in a small stone chamber. In the center of the \
- floor is a strange funnel-like depression, which starts as a large \
- circular opening, and narrows into a very small tunnel below, \
- probably no wider than your hand. You also see a small round hole \
- in the ceiling above. An exit heads west.",
- w_to TEMPLE_1,
- d_to "You'd never fit down that opening.",
- u_to "You can't reach the hole, and besides, you'd never fit through \
-it if you could.",
-;
-
-Object TEMPLE_1_HOLEU "hole" TEMPLE_1E
- with name "hole",
- description "You see a dark small hole in the center of the \
-ceiling.",
- before [;
-Rub, Push, Pull, Touch, Receive, LetGo, Search:
-"The hole is far above your head.";
- ],
- has scenery;
-
-Object TEMPLE_1_Opening "opening" TEMPLE_1E
- with name "opening" "funnel" "depression" "tunnel",
- description "A smooth funnel in the stone in the floor, that descends \
- into darkness as it narrows.",
- describe [ x;
- print "^The opening ";
- if (children(self) == 0)
- "appears to be empty.";
- else {
- print "contains:^";
- x = children(self);
- x = FULLINV_BIT + INDENT_BIT + NEWLINE_BIT + RECURSE_BIT;
- WriteListFrom (child(self), x, 1);
- rtrue;
- }
- ],
- before [;
- Receive:
- if (noun ~= TEMPLE_Artifact) {
- print "That doesn't quite fit -- ";
- if (noun.size > TEMPLE_Artifact.size)
- "the funnel becomes too narrow too quickly.";
- else "strangely...";
- }
- LetGo:
- "You stick your hand down the small hole, but it must be \
- quite deep, and you can't quite reach.";
- ],
- capacity 1,
- size 10,
- has static container open;
-
-Object TEMPLE_2 "Bare Chamber"
- with description "You are in a bare stone chamber with passages leading \
-north, east, south and west. A stone ladder leads upwards and downwards \
-into dark holes.",
- name "ladder" "hole",
- s_to TEMPLE_2S,
- n_to TEMPLE_2N,
- e_to TEMPLE_2E,
- w_to TEMPLE_2W,
- u_to TEMPLE_3,
- d_to TEMPLE_1,
-;
-
-Object TEMPLE_2N "Small Chamber"
- with description "You're in a small bare chamber. Engravings on the \
- wall show several robed figures in a low domed chamber. Some of \
- the figures are pushing what appears to be reeds down a small hole \
- in the ground, while others stand by and seem to be praying or \
- engaged in some ceremony. In a separate scene, similar robed \
- figures can be seen throwing some poor bound individual off the \
- top of the pyramid, apparently in some sort of ritualistic \
- sacrifice. An exit heads south.",
- s_to TEMPLE_2,
-;
-
-Object TEMPLE_2W "Small Chamber"
- with description "You're in a small bare chamber. Engravings on \
- the wall depict several robed figures in a room mostly filled \
- with water. The figures are watching reeds that seem to fall \
- from the sky and land in the water. Several reeds are floating \
- towards an apparent drain in the water, where a few reeds that are thin \
- enough fall through with the flow of the water. An exit lies east.",
- e_to TEMPLE_2,
-;
-
-Object TEMPLE_2S "Small Chamber"
- with description "You're in a rather small chamber. Engravings on \
- the walls depict several robed figures in a strange room with a \
- circular depression in the ground, filled with water. Water also \
- flows into the pool in a thin stream from some undrawn source above. \
- With the stream of water, a few reeds appear to be falling. A single \
- figure is collecting the reeds as they fall and placing them in \
- a long thin vase or container. The significance of \
- this is uncertain. An exit lies north.",
- n_to TEMPLE_2,
-;
-
-Object TEMPLE_engravings "engravings"
- with name "engravings" "engraving",
- description [; <Look>; ],
- found_in TEMPLE_1W TEMPLE_1N TEMPLE_2N TEMPLE_2W TEMPLE_2S,
- has scenery;
-
-Object TEMPLE_2E "Small Chamber"
- with description [;
- print "You're in a bare stone chamber which is partially \
-filled with a sunken pool of dirty blackish water. Near the south wall \
-is a depression in the floor that was probably a drain for the pool, given the \
-apparent water stains; however the level of the pool is below \
-the point where it would overflow into the drain. Near the center \
-of the ceiling is a small round hole, right above the pool. An \
-exit lies west";
- if ((self hasnt general) && (TEMPLE_3 hasnt general) &&
- (amulet has worn)) {
- give self general;
- ".^^Your amulet suddenly gives off a bright purple flash!";
- }
- else ".";
- ],
- name "stains",
- before [;
- Fill:
-"The blackish water seems like something you really don't want.";
- ],
- w_to TEMPLE_2,
-;
-
-Object TEMPLE_2_HOLEU "hole" TEMPLE_2E
- with name "hole",
- description "You see a dark small hole in the center of the \
-ceiling.",
- before [;
-Rub, Push, Pull, Touch, Receive, LetGo, Search:
-"The hole is far above your head.";
- ],
- has scenery;
-
-Object TEMPLE_2_Opening "opening" TEMPLE_2E
- with name "opening" "drain" "depression",
- description "A smooth drain opening in the stone in the floor, \
- that descends into darkness.",
- before [;
- Receive:
- if ((noun ~= TEMPLE_Artifact) && (noun hasnt is_rod)) ! TODO ADD?
- "Oddly, that doesn't fit through the small round drain.";
- else {
- if (children(TEMPLE_1_Opening) == 0)
- move noun to TEMPLE_1_Opening;
- if (TEMPLE_Artifact in TEMPLE_1_Opening &&
- children(TEMPLE_Artifact) == 0)
- move noun to TEMPLE_Artifact;
- else move noun to TEMPLE_1E;
- CDefArt(noun); " drops into the drain and disappears \
- out of sight. Moments later you hear a thump from \
- somewhere below.";
- }
- ],
- capacity 1,
- size 10,
- has scenery container open;
-
-Object TEMPLE_Pool "pool" TEMPLE_2E
- with name "pool" "water",
- describe [;
-print "^The black pool is disturbingly calm";
-if (umbrella in self)
- ". Floating on the surface is a black open umbrella.";
-else ".";
- ],
- description [;
- print "Murky black water that seems disturbingly calm";
- if (umbrella notin self)
- ".";
- else
- ". Floating on the surface is a black open umbrella.";
- ],
- before [;
- Cast:
- if (the_spell_was == frotz_spell)
- "There's a strange gurgling noise as you finish the \
- chant, and the black water starts to glow! But, \
- to your horror, the inky water seems to absorb the \
- light and return to its original blackness! The \
- chant fails.";
-
- Enter:
- deadflag = 1;
- "You notice the water seems unusually cold as you enter \
- the pool. Without warning, something grabs your legs and \
- pulls you under! In pitch black liquid that seems to \
- absorb all light, you can't defend yourself, or even \
- see your adversary, who devours you shortly.";
- Search:
- "You can't see a thing, the water is blacker than night.";
- Receive:
- if (noun == toy_volcano) {
- remove noun;
- "You drop the toy volcano into the black pool and \
-watch it sink. Moments later, a large large bubble rises, and \
-pops at the surface, followed by a strange, belch-like noise!";
- }
- if ((noun ~= umbrella) || (umbrella hasnt open)) {
- remove noun;
- CDefArt(noun);
-print " falls into the pool and slowly sinks into the black water. \
-Suddenly, ", (the) noun, " seems to get pulled into the pool, \
-and is soon gone! Something dwells in that pool, apparently, \
-hidden well in a cover of"; " blackness!";
- }
- else {
- move umbrella to TEMPLE_Pool;
- give umbrella ~light; ! a 'special-effect'?
- "The open umbrella sits in the pool, floating on the \
- surface like a cloth dome.";
- }
- ],
- size 25,
- has static container open;
-
-
-Object TEMPLE_3 "Collapsed Chamber"
- with description [;
- print "You are in a stone chamber that has broken and \
- eroded walls in several places. Broken stones and dirt are everywhere. \
- It appears there was once an open archway east, however the heavy stones \
- that framed it have collapsed. A tiny hole remains, \
- but it would be an exceptionally tight squeeze. \
- A stone ladder leads downwards into a dark hole";
- if ((self hasnt general) && (TEMPLE_2E hasnt general) &&
- (amulet has worn)) {
- give self general;
- ".^^Your amulet suddenly gives off a bright purple flash!";
- }
- else ".";
- ],
- name "stones" "dirt" "archway" "ladder" "hole",
- e_to [;
- if (children(player) ~= 0)
- "You try to squeeze through the hole, to \
- no avail. You're carrying too much to fit.";
- else return TEMPLE_3E;
- ],
- d_to TEMPLE_2,
-;
-
-Object TEMPLE_3E "Low Chamber"
- with description "You're in a tiny low room, dimly lit by strange \
- glowing lichens and mosses. A tiny exit lies west between some \
- collapsed rock -- it looks like a very tight squeeze. The room is \
- otherwise filled with broken rock and the like. A tiny round hole \
- is in the very center of the floor.",
- name "lichens" "mosses" "rock",
- w_to [;
- if (children(player) ~= 0)
- "You try to squeeze through the hole, to \
- no avail. You're carrying too much to fit.";
- else return TEMPLE_3;
- ],
- d_to "You can barely fit your hand in the hole.",
-has light;
-
-Nearby TEMPLE_3_Opening "opening"
- with name "opening" "hole" "tiny" "round",
- description "A smooth round hole in the stone in the floor \
- that descends into darkness.",
- before [;
- Receive:
- if (noun hasnt is_rod)
- "Oddly, that doesn't quite fit.";
- else {
- print "The rod slips through with ease. \
-Moments later you";
- if (umbrella notin TEMPLE_Pool) {
- remove noun;
- " hear a splash from somewhere below.";
- }
- else {
- if (children(TEMPLE_1_Opening) == 0)
- move noun to TEMPLE_1_Opening;
- else {
- if (TEMPLE_Artifact in TEMPLE_1_Opening &&
- children(TEMPLE_Artifact) == 0)
- move noun to TEMPLE_Artifact;
- else move noun to TEMPLE_1E;
- Achieved(22);
- }
- ! if (TEMPLE_Artifact notin TEMPLE_1_Opening)
- ! move noun to TEMPLE_1_Opening;
- ! else
- ! move noun to TEMPLE_Artifact;
- " hear a thump from below, followed by a rattling noise, \
- and finally another thump, much fainter.";
- }
- }
- ],
- capacity 1,
- size 10,
- has scenery container open;
-
-
-! (Super Zmart) (REMOVED)
-
-Object stuffed_toy "stuffed toy" MIZNIA_Park
- with name "toy" "stuffed" "alligator",
- initial "A stuffed toy has been left unattended on someone's lawn.",
- description "A cute little stuffed toy alligator.",
- !weight 5,
- size 15,
-;
-
-
-
-Object FROBAR_Ent "In Front of Swank House"
- with description "You're in front of a rather swank looking house to the \
- northeast. To the southwest is the rest of Mizniaport.",
- name "house",
- sw_to MIZNIA_GUSStop,
- ne_to [;
- if (Frobar in Delbins)
- "You walk up to the front door, only to find it locked.";
- else return FROBAR_Foyer;
- ],
- in_to [;
- if (Frobar in Delbins)
- "You walk up to the front door, only to find it locked.";
- else return FROBAR_Foyer;
- ],
- has light;
-
-Nearby Frobar_mailbox "mailbox"
- with name "mailbox" "box",
- description "A mailbox stands in front of the house. The letter \
- ~F~ is on one side.",
- capacity 5,
- size 15,
- ! block a receive here?
- has static container openable;
-
-Object Ench_mag "copy of ~Enchanter Monthly~" Frobar_mailbox
- with name "magazine" "monthly" "enchanter" "copy",
- description "~Enchanter Monthly~ has been somewhat lacking in \
- quality content these days (The absence of magic probably \
- being a large factor behind this). For filler, the editors have \
- been turning in mostly tabloid drivel articles about ~What ever \
- happened to so-and-so?~. This month's cover story \
- suggests that Barsap the magician was actually turned into a tortoise \
- during the Great Cataclysm, and underwent a slow mutation into a \
- newt.",
- !weight 5,
- size 15,
-;
-
-
-
-
-! **********
-! critters/people
-! **********
-
-Object Shaman "jungle shaman"
- with name "shaman" "tribesman" "native",
- description [;
-print "A jungle native with a rather elaborate costume \
- make of bird feathers and animal hides. He seems old, but wise";
-if (self hasnt general)
- ". Unlike the rest of the natives, this one is not wearing a \
- fancy feather-and-fur headdress.";
-else ".";
- ],
- life [;
- Order:
- if ((action==##Give) && (noun==Jungle_Map) && (Jungle_Map in self))
- "You try to convey your desire for the map with \
- gestures. The shaman seems to understand. He \
- points to the map, then you. Then, he raises his \
- hand in a 'stop' gesture. Then, he points to his \
- bare head.";
- "The shaman does not seem to understand.";
- Give:
- if (noun==headdress) {
- move Jungle_Map to player;
- move headdress to Shaman;
- give self general;
- "The shaman takes the headdress and places it on his \
- head. He smiles, and gives you a strange map in return.";
- }
- "The shaman smiles and shakes his head.";
- Attack, ThrowAt:
- deadflag = 1;
- "As you make a threatening move, several of the natives \
- step forward and pierce your body with stout spears. \
- It appears they've had bad dealings with outsiders \
- before.";
- Show:
- if (noun == headdress)
- "The shaman nods and points to the headdress, then \
- himself.";
- "The shaman says something in a language you've never \
- heard before.";
- default: "You can't seem to communicate with him; their \
- language is completely foreign to you.";
- ],
- before [;
- Cast:
- if (the_spell_was == foblub_spell or espnis_spell)
- "You begin the sermon, but the shaman and natives \
- seem very puzzled by your speech, and clearly \
- can't understand a word you're saying. The chant \
- fails.";
- ],
- has animate; ! transparent?
-
-Object Jungle_Map "jungle map" Shaman
- with name "map" "jungle",
- description [;
- print "The map is somewhat crudely drawn:^^";
- font off;
- spaces 23; print "xxxx^";
- spaces 23; print "xxxx^";
- spaces 23; print "XXXX^";
- spaces 22; print "/^";
- spaces 18; print "XXXX^";
- spaces 18; print "XXXX^";
- spaces 18; print "XXXX^";
- spaces 20; print "I^";
- spaces 18; print "oooo^";
- spaces 12; print "<#>---oooo^";
- spaces 18; print "oooo^";
- spaces 20; print "I^";
- spaces 18; print "XXXX^";
- spaces 18; print "XXXX^";
- spaces 18; print "XXXX^";
- font on;
- ],
- ! weight 10,
- size 10,
-;
-
-Object earth_spirit "earth spirit" TEMPLE_3 ! TEMPLE_3E
- with name "spirit",
- description "It looks like a large moving mass of mud and earth, \
- in a somewhat man-like shape.",
- each_turn [ i ;
- ! spirit attack
- ! (in general, the 4 spirits are _very_ dangerous.
- ! There's a 1/5 chance of killing outright, and 2
- ! chances of doing 10 and 5 points of damage respectively.
- ! In short, the player needs to realize it's time to swanko,
- ! and do so, quickly)
- if (self hasnt general) {
- give self general ~concealed;
- "^Some of the dirt and mud in one corner stirs! A form \
- made of mud and earth suddenly rises to attack!";
- }
- i = random(5);
- if (i == 1) {
- deadflag = 1;
- "^The earth creature moves quickly, and blinds you with \
- a spray of dirt! You clear your eyes, only to see the \
- brown mass move forward and bury you! You struggle, but \
- suffocate in short time.";
- }
- if (i == 2)
- Player_HP_CUR = Player_HP_CUR - 10;
- if (i==3)
- Player_HP_CUR = Player_HP_CUR - 5;
- if (Player_HP_CUR <= 0) {
- deadflag = 1;
- "^The last blow from the earth spirit was too much for \
- you, I'm afraid to say. The spirit slowly sludges \
- towards you for the final blow...";
- }
- print "^The earth spirit ";
- if (i==2)
- "clubs you with a heavy pseudopod \
- made of animated soil and rock. Ouch!";
- if (i==3) {
- print "throws some loose soil and sand in \
- your face! The attack knocks you back, and \
- you fall into the chamber below!";
- PlayerTo(TEMPLE_2);
- rtrue;
- }
- "sends a spray of sharp rocks \
- your way, and you just dodge in time!";
- ],
- before [;
- Cast:
- if (the_spell_was == swanko_spell) {
- remove self;
- "As you speak the chant, the earth spirit falls back \
- in fear! You finish the chant, and the earth spirit \
- collapses into a heap of dirt and mud, banished!";
- }
- print "The creature makes a banshee-howl as you chant.^";
- ],
- life [ ;
- Attack:
- print "You ";
- if (random(20) >= 8)
- "strike the earth creature, but your attack passes \
- harmlessly through it! You hear a strange noise from \
- the creature -- akin to mad laughter from someone \
- trapped underground in a coffin.";
- "attack the earth spirit, but miss!";
- default: "It's too busy trying to kill you.";
- ],
- has animate concealed;
-
-! **********
-! spells/scrolls
-! **********
-
-! TODO (Dan, why is this declared _here_?)
-Object white_scroll "white scroll"
- class scroll_class,
- with name "white",
-;
-
-Object huncho_spell "send object to higher plane" white_scroll
- class spell_class,
- with name "huncho",
- magic [;
- if (second == 0)
-"You see a brief flash of light, but nothing happens.";
- if (second == player) {
- print "You finish the chant";
-! if ((location == ATRII_8) && (ATRII_8 hasnt general) &&
-! (white_rod_piece in player) && (black_rod_piece in player) &&
-! (smoke_rod_piece in player) && (gray_rod_piece in player)) {
- if ((location == ATRII_8) && (ATRII_8 hasnt general)) {
- give ATRII_8 general;
- spell_block = 1;
- print " and notice the \
-white streaks of light above widen, as though a rift was \
-being torn in the sky! You feel a force pulling you \
-upwards, into the unknown!^";
- StartTimer(Imp_Liv,10);
- PlayerTo(Imp_Liv);
- rtrue;
- }
- else
- ", and see a short-lived flash
-of light above, but nothing else.";
- }
- if (second has animate) {
- "You feel a slight rumbling overhead, but nothing else \
-happens.";
- }
- else {
- if ((second hasnt static) && (second hasnt scenery) &&
- (in_atrii == 0)) {
- if (second has clothing) give second ~worn;
- move second to ATRII_8;
- print "There is a flash of light, and "; DefArt(second);
- " suddenly vanishes!";
- }
- "Your chant goes unanswered.";
- }
- ],
-;
-
-Object muddy_scroll "muddy scroll" Deep_Jungle
- class scroll_class,
- with name "muddy",
- initial "Partially buried in the mud is a scroll.",
-;
-
-Object throck_spell "grow plant" muddy_scroll
- class spell_class,
- with name "throck",
- magic [;
- "Your chant goes unanswered. It's intended for plants only.";
- ],
-;
-
-! **********
-! misc objs
-! **********
-
-
-! 'earth' rod piece -- BLACK
-Object black_rod_piece "black rod piece" TEMPLE_3E
- class rod_class,
- with name "black",
- initial "In the center of the room is a short black rod.",
- description "It's a short section of a rod made of some \
-undeterminable hard substance, \
-colored an inky black. A piece of the Rod of \
-the Ancients, I'd warrant!",
-;