#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