X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=src%2FMIZNIA.INF;fp=src%2FMIZNIA.INF;h=0000000000000000000000000000000000000000;hb=8cf6c360a875867b3cb9b78b9e73a0e72d527d17;hp=6a18b50e9efa19b336473fade8bb0476fc74c669;hpb=eabbe6652d6c382ba6fe25cba07074f73020b4d0;p=spiritwrak.git diff --git a/src/MIZNIA.INF b/src/MIZNIA.INF deleted file mode 100644 index 6a18b50..0000000 --- a/src/MIZNIA.INF +++ /dev/null @@ -1,892 +0,0 @@ -! ******************************************************************* -! 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 [; ; ], - 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!", -;