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
}