! ******************************************************************* ! 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!", ;