switch(mob) { #ifdef LOCMIN_CAVE case MOB_CAVE_DRAGON: if (iswielded(OBJ_ICECAVE_DAGGER) && iscarrby(OBJ_ICECAVE_DAGGER, attacker)) { bprintf ("The Dragon glares at you and prepares to blast you " "out of existence with his\nfiery breath... but the " "icy blade sinks deep into the dragon's hide.\nThe " "Dragon crumples to a pile on the floor.\n"); setpscore (mynum, pscore (mynum) + 500); player_died (attacker, victim, -1); return; } break; #endif #ifdef LOCMIN_VALLEY case MOB_VALLEY_CHICKEN: if (!psex (victim)) { sendf(attacker, "As you look up you see the sky is somehow different.\n" "The next second you're crushed to death as the sky hits you!\n"); send_msg(sendloc(attacker), 0, pvis (attacker) > 0 ? pvis (attacker) : LVL_MIN, LVL_MAX, attacker, NOBODY, "%s is squashed as %she attacks Chicken Licken.\n", pname (attacker), psex (attacker) ? "s" : ""); quit_msg("Chicken Licken was right!", "Crushed By The Sky"); quit_player(False); return; } break; #endif #ifdef LOCMIN_CATACOMB case MOB_CATACOMB_SERAPH: sendf(attacker, "The Seraph is amused by your foolhardiness. For your " "impudence, he draws his\nflaming sword and slays you with a " "single blow.\n"); send_msg(sendloc(attacker), 0, pvis (attacker) > 0 ? pvis (attacker) : LVL_MIN, LVL_MAX, attacker, NOBODY, "%s is sliced in half by the Seraph!\n\003", pname (attacker)); quit_msg("Never pick a fight with an angel..", "Sliced in Half"); quit_player(False); return; break; return; case MOB_CATACOMB_BEGGAR: sendf(attacker, "You drop everything as you are summoned by The Seraph.\n" "The Seraph scowls at you contemptuously. For your lack of " "compassion, he \ndraws his flaming sword and slays you with " "a single blow.\n"); send_msg(sendloc(attacker), 0, pvis (attacker) > 0 ? pvis (attacker) : LVL_MIN, LVL_MAX, attacker, NOBODY, "%s is sliced in half by the Seraph!\n\003", pname (attacker)); quit_msg("Remember the ten commandments: Thou Shalt Not Kill", "Sliced in Half"); quit_player(False); return; #endif #ifdef LOCMIN_SHERWOOD case MOB_SHERWOOD_EMMY: sendf(attacker, "Emmy cries out and you look around " "nervously. Puff then appears with an \near splitting bang, " "shaking her head at you. The next thing you know, Puff\n" "pounces on top of you!\n"); send_msg(sendloc(attacker), 0, pvis (attacker) > 0 ? pvis (attacker) : LVL_MIN, LVL_MAX, attacker, NOBODY, "As %s goes to attack Emmy she cries out! Puff then appears " "and pounces\non top of %s!\n", pname (attacker), him_or_her (attacker)); quit_msg("That's what you get for picking on innocent, sweet, little Emmy!", "Squashed by PUFF"); quit_player(False); return; #endif #ifdef LOCMIN_RUINS case MOB_RUINS_ZEPHERE: sendf(attacker, "The mage waves his arms and you don't feel " "like attacking him anymore.\n"); return; #endif #ifdef LOCMIN_ABYSS case MOB_ABYSS_GUXX: if ((weapon == OBJ_ABYSS_LANCE) && (!state(OBJ_ABYSS_LANCE))) { bprintf("Guxx says 'Guxx will win, this demon knows,\n"); bprintf(" 'for with every rhyme...Errrk!\n"); bprintf("Guxx collapses in a heap as you hit him with your " "lance.\n"); setpscore(mynum, pscore(mynum) + 750); player_died(attacker, victim, -1); setpscore(victim, mynum+max_players); /*remember who and with lance*/ /*QuestSet(mynum,Q_GUXX);*/ return; } break; #endif #ifdef LOCMIN_NIBELUNG case MOB_NIBELUNG_VAMPIRE: if (weapon == OBJ_NIBELUNG_KRYSTAL) { send_msg(sendloc(victim), 0, LVL_MIN, LVL_MAX, NOBODY, NOBODY, "The krystal sinks into the vampire's chest.\n" "The vampire shrieks in pain, as his flesh ages, his eyes" " recess into their\n" "sockets, and his body contorts into a horrid shape. There " "is a pop, and the\n" "Vampire crumbles to dust at your feet.\n"); setpscore(mynum, pscore(mynum) + 400); player_died(attacker, victim, -1); return; } break; #endif #ifdef LOCMIN_MITHDAN case MOB_MITHDAN_RED_DRAGON: { sendf(attacker, "The Dragon snarls as you wake him, turns around, " "and swallows you in one gulp!\n"); send_msg (sendloc(attacker), 0, pvis (attacker) > 0 ? pvis (attacker) : LVL_MIN, LVL_MAX, attacker, NOBODY, "%s pokes the dragon. " "The dragon wakes up, snarls, and eats %s!\n", pname (attacker), him_or_her (attacker)); quit_msg("Never poke a dragon", "Poked a Sleeping Dragon"); quit_player(False); return; } #endif }