#ifdef LOCMIN_FANTASY if (a == OBJ_FANTASY_MANA && ploc (mynum) == LOC_FANTASY_TREE2) { bprintf ("As you put the Pendant of Mana around your " "neck the world begins to blur and\nshake around " "as your eyes close. You feel yourself floating in " "air and then\nthe moving stops. You open your eyes " "in a different part of the world..\n\n"); setploc (mynum, LOC_FANTASY_START); trapch (ploc (mynum)); bprintf ("You have freed the mana tree from the grasp of the " "evil Lord Glaive.\n\n"); set_quest (mynum, Q_MANA); } #endif #ifdef LOCMIN_GROVE if((a == OBJ_EFOREST_CROWN) && (ploc(mynum)==LOC_EFOREST_INSIDE)) { bprintf("Your eyes swim and your head swirls.. You suddenly are " "clearminded again.\n" "BUT.. something has changed.\n"); teletrap(LOC_GROVE_GRAND); } if((a == OBJ_GROVE_ELVENCLOAK) && (ploc(mynum)>=LOCMAX_GROVE) && (ploc(mynum)<LOCMIN_GROVE)) { bprintf("As you wear the elvencloak, you get dizzy and close your eyes. " "When you open\n" "them, you stand in the Grand Oak in your present time.\n"); teletrap(LOC_EFOREST_INSIDE); } #endif #ifdef LOCMIN_ANCIENT if (a == OBJ_ANCIENT_HEALBALSAM) { if (pstr (mynum) < maxstrength (mynum) - 20) { setpstr (mynum, pstr (mynum) + 20); bprintf ("You feel some of your wounds dissappear.\n"); } else if (pstr (mynum) < maxstrength (mynum)) { setpstr (mynum, maxstrength (mynum)); bprintf ("The balsam heals all your wounds!\n"); } else { bprintf ("The balsam has a nice cooling effect.\n"); } destroy (a); return; } if (a == OBJ_ANCIENT_EMBBALSAM) { bprintf ("You start applying the embalming balsam ...\n"); bprintf ("You begin to feel sleepy, and after a while some mummies\n" "turn up helping you with the embalming ...\n"); destroy (a); quit_msg ("The mummies carry you away to a safe restingplace. " "You are dead...", "Mummified Alive"); quit_player(False); return; } #endif