#include "undef.h" #include "exits.h" Zone = waste Author = "Unknown" Quest = greatsword EndZone = waste Mobile = beast Name = "The Beast" Location = flaming@waste Strength = 100 Damage = 15 Aggression = 100 Armor = 0 Speed = 0 PFlags = NoSummon Desc = " A huge, fiery beast stands before you, 12 feet tall and rippling with muscle." EndMobile = beast Mobile = wolf Name = "The Wolf" Location = waste_2 Strength = 100 Damage = 12 Aggression = 100 Armor = 0 PFlags = NoSummon Desc = " A huge slavering dust wolf stalks you, ready to pounce at any moment." EndMobile = wolf Mobile = flame Name = "The Flame" Location = Hall@waste Strength = 200 Damage = 10 Aggression = 30 Armor = 0 Speed = 0 PFlags = NoSummon MFlags = NegFireball Desc = " A giant, flickering and glowing flame dances before you in an incandescent haze of heat. It seems almost alive." EndMobile = flame Mobile = efreet Name = "The Efreet" Location = guard@waste Strength = 120 Damage = 12 Aggression = 30 Armor = 0 Speed = 0 PFlags = NoSummon MFlags = NegFireball Desc = "A huge, flaming efreet glares ferociously at you." EndMobile = efreet Mobile = guard Name = "The Guard" Location = top@waste Strength = 50 Damage = 10 Aggression = 30 Armor = 0 PFlags = NoSummon Desc = " A strange looking guard of some sort watches you cautiously." EndMobile = guard Mobile = lavaman Name = "The Lavaman" Location = crack@waste Strength = 40 Damage = 12 Aggression = 30 Armor = 0 PFlags = NoSummon MFlags = NegFireball Desc = "A lavaman snarls harshly as he sees you." EndMobile = lavaman Mobile = djinni Name = "The Djinni" Location = king@waste Strength = 130 Damage = 10 Aggression = 60 Armor = 0 PFlags = NoSummon Desc = "A huge djinni glares at you and flexes his muscles." EndMobile = djinni Object = throne Location = IN_ROOM:king@waste OFlags = GetFlips State = 1 MaxState = 1 BaseValue = 500 Size = 200 Weight = 200 Desc0 = " A huge golden throne sits here, a masterpiece of regal style." Desc1 = "A huge throne is set against the western wall." Trap = all @ switch (event) { case E_ONDROP: if (param_s.misc == D_INPIT) { int i; if (alive(i = max_players + MOB_WASTE_DJINNI) == -1 && pscore(i) == param_s.plx) { set_quest(Q_FIERY_KING,param_s.plx); } } break; default: break; } @ EndTrap EndObject = throne Object = greatsword Altname = "sword" Location = WIELDED_BY:djinni@waste OFlags = Weapon, Lightable, Lit, NoDonate Damage = 25 BaseValue = 1200 Size = 100 Weight = 100 Desc0 = " A huge flaming greatsword is lying here, burning fiercely." EndObject = greatsword Object = staff Location = CARRIED_BY:beast@waste OFlags = Lit BaseValue = 200 Size = 10 Weight = 20 Desc0 = "A golden staff shines before you with a hellish red light." EndObject = staff Object = ball Location = IN_ROOM:gardens@waste BaseValue = 200 Size = 5 Weight = 5 Desc0 = "A golden ball has been placed here, glittering gently." EndObject = ball Object = door_fire Name = "door" Location = IN_ROOM:fire@waste OFlags = Openable, Lockable, NoGet Linked = Door_king State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = door_fire Object = Door_King Name = "door" Location = IN_ROOM:king@waste OFlags = Openable, Lockable, NoGet Linked = Door_fire State = 2 MaxState = 2 Desc0 = "The door is open." Desc1 = "The door is closed." Desc2 = "The door is locked." EndObject = Door_King Location = "Before" North = waste_1 East = Flaming@waste South = waste_2 West = waste_2 Trap = all @ if (event == E_ONMISC && param_s.misc == VERB_PRAY) { if (pfighting(mynum) != -1) { bprintf("Not while fighting!\n"); param_s.ret = -1; return; } if ((MY_RANDOM()%100) < 50) { bprintf("You feel as if some force is offended. There is a terrific lurch as if the\n" "very ground is alive, and then everything clears.\n"); trapch(LOC_CHURCH_BEHIND); } else bprintf("No one seems to hear you, perhaps later?\n"); param_s.ret = -1; } @ EndTrap Title = "&+WBefore The Gates&*" Desc = ^ You are standing on a vast windswept plain, formed entirely of black volcanic dust. The dark gloomy wastes extend as far as your eye can follow, reflecting strangely against a fiery red sky... The only landmark in sight is a huge golden citadel whose walls reflect the flames and blood-red glow of the hellish skies above. ^ EndLocation = "Before" Location = "Flaming" East = Hall@waste West = Before@waste UseTrap = all:Before Title = "&+WThe Flaming Gates&*" Desc = ^ You are standing before a set of gigantic flaming gates, wrought entirely of a strange, blood tinged gold. The gates reflect the hellish, fiery red glow from two huge lava channels which flank the path you walk. To the east through the gates everything becomes a confusing mass of reflected flames against gold. ^ EndLocation = "Flaming" Location = "Hall" North = Crystal@waste South = Salamander@waste West = Flaming@waste UseTrap = all:Before Title = "&+WFiery Hall&*" Desc = ^ You are standing in a fiery red hall whose walls are caked with sulphur. It's very hot in here, but strangely the heat doesn't seem to be affecting you too badly. Twisting, flame-lined passages lead north and south. ^ EndLocation = "Hall" Location = "Salamander" North = Hall@waste South = Passage@waste UseTrap = all:Before Title = "&+WSalamander's Fire Pit&*" Desc = ^ You are standing on a precarious catwalk high above a pit of molten fire. Huge walls of fire and molten rock leap up around you, in stunning crescendos of sound and light. By some strange chance, maybe magical, the fires never touch the path itself. ^ EndLocation = "Salamander" Location = "Crystal" South = Hall@waste UseTrap = all:Before Title = "&+WCrystal Fire&*" Desc = ^ You are standing in a huge, crystal-carved hall, designed so that the glittering crystal walls pick up the fiery light from around you and scatter it back in rainbows of red and yellow light. A single arched crystal doorway leads southwards. ^ EndLocation = "Crystal" Location = "waste_1" North = waste_1 East = waste_1 South = waste_2 West = waste_3 UseTrap = all:Before Title = "&+WWasteland&*" Desc = ^ You are traversing a black and dusty wasteland, a dull, black, flat, mind numbing extent which recedes on and on and on... ^ EndLocation = "waste_1" Location = "waste_2" North = waste_1 East = waste_1 South = waste_1 West = waste_2 UseTrap = all:Before Title = "&+WWasteland&*" Desc = ^ You are traversing a black and dusty wasteland, a dull, black, flat, mind numbing extent which goes on and on and on... ^ EndLocation = "waste_2" Location = "waste_3" North = waste_2 East = waste_2 South = waste_2 West = Crack@waste UseTrap = all:Before Title = "&+WWasteland&*" Desc = ^ You are traversing a black and dusty wasteland, a dull, black, flat, mind numbing extent which goes on and on and on... ^ EndLocation = "waste_3" Location = "Crack" North = waste_2 East = waste_3 South = waste_2 West = waste_2 UseTrap = all:Before Title = "&+WFiery Crack&*" Desc = ^ You stand at the top of a huge fiery crack gazing down into the boiling flame beyond. The ground shakes and trembles under the continued pounding from deep beneath the world. ^ EndLocation = "Crack" Location = "Passage" North = Salamander@waste East = Ledge@waste West = Gardens@waste UseTrap = all:Before Title = "&+WFiery Passage&*" Desc = ^ You are walking down a narrow fiery passage, the walls glow and pulsate with a dull red light. You have to tread carefully to avoid burning yourself on some of the hotter parts of the floor. The passage leads east and west, and a turning leads north towards a fiery pit. ^ EndLocation = "Passage" Location = "Gardens" East = Passage@waste UseTrap = all:Before Title = "&+WBurning Gardens&*" Desc = ^ You are standing in a wide open room. The ceiling ends in a fancy wave of rolled gold, which artfully reflects the fiery red skies down across the pools of molten metal which form the centerpiece of the room. The light from the skies and the molten pits flickers around the room, flashing off the polished and carved golden walls. ^ EndLocation = "Gardens" Location = "Ledge" East = Tunnel@waste West = Passage@waste UseTrap = all:Before Title = "&+WFiery Ledge&*" Desc = ^ You stand on a wide golden path, set on a high ledge overlooking a huge crater. The tremendous flames and explosions shake the whole mountain around you, making the fiery red skies seem to vibrate and dance with each flash and rumble. The ledge goes back underground to the east and west. ^ EndLocation = "Ledge" Location = "Tunnel" East = Foot@waste West = Ledge@waste UseTrap = all:Before Title = "&+WFiery Tunnel&*" Desc = ^ You are walking along a trembling, and shaking volcanic tunnel of some sort. The glowing walls are thick with sulphur, and the stench makes you want to throw up. The passage enters an open air amphitheatre to the west, but to the east it continues towards some steps. ^ EndLocation = "Tunnel" Location = "Foot" East = Guard@waste West = Tunnel@waste Up = Golden@waste UseTrap = all:Before Title = "&+WThe Foot Of The Golden Stairs&*" Desc = ^ You are standing at the foot of a huge golden staircase, which rises upwards out of sight, reflecting the fiery red light, like a river of molten flame. Passages lead east and west to other halls. ^ EndLocation = "Foot" Location = "Guard" West = Foot@waste UseTrap = all:Before Title = "&+WGuard Room&*" Desc = ^ You are standing in a red burning guardroom which glitters redly with the heat of the surrounding rock. A single doorway leads west. ^ EndLocation = "Guard" Location = "Golden" Up = Top@waste Down = Foot@waste UseTrap = all:Before Title = "&+WThe Golden Stairs&*" Desc = ^ You are ascending a set of golden stairs, which reflect a fiery red light from the hot rocks all around it. The stairs lead upwards to some kind of guard room, and downwards to a passage. ^ EndLocation = "Golden" Location = "Top" West = Fire@waste Down = Golden@waste UseTrap = all:Before Title = "&+WTop Of Stairs&*" Desc = ^ You are standing at the top of a set of glowing golden stairs. A wide, gold lined doorway leads west into a huge hall. ^ EndLocation = "Top" Location = "Fire" East = Top@waste West = ^door_fire@waste UseTrap = all:Before Title = "&+WThe Fire Hall&*" Desc = ^ You are standing in the center of a vast hall, lit by huge fountains of molten rock. The walls are carved, and inlaid with polished gold so that they reflect huge fiery figures, in a stunning almost life-like fashion. A huge arched doorway leads east, while to the west there is a small bronze door. ^ EndLocation = "Fire" Location = "King" East = ^door_king@waste UseTrap = all:Before Title = "&+WThe Fiery King's Hall&*" Desc = ^ You stand in a small fantastically carved hall, decorated with millions of reflecting crystals which collect the fiery red which glows through a huge glass dome high above you, and scattering it around the hall, so that the ruddy glow of its walls burns like some incandescent hell. There is a small bronze door to the east. ^ EndLocation = "King"