Another use of state_change().
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2 changed files with 8 additions and 5 deletions
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@ -482,13 +482,12 @@ static int discard(token_t verb, token_t obj, bool just_do_it)
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DESTROY(BIRD);
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return GO_CLEAROBJ;
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} else if (obj == BEAR && AT(TROLL)) {
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rspeak(TROLL_SCAMPERS);
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state_change(TROLL, TROLL_GONE);
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move(TROLL, LOC_NOWHERE);
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move(TROLL + NOBJECTS, LOC_NOWHERE);
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move(TROLL2, objects[TROLL].plac);
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move(TROLL2 + NOBJECTS, objects[TROLL].fixd);
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juggle(CHASM);
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game.prop[TROLL] = TROLL_GONE;
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} else if (obj != VASE ||
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game.loc == objects[PILLOW].plac) {
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rspeak(OK_MAN);
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@ -2971,9 +2971,6 @@ arbitrary_messages: !!omap
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weight of the bear, which was still following you around. You
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scrabble desperately for support, but as the bridge collapses you
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stumble back and fall into the chasm.
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- TROLL_SCAMPERS: |-
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The bear lumbers toward the troll, who lets out a startled shriek and
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scurries away. The bear soon gives up the pursuit and wanders back.
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- BEAR_HANDS: 'With what? Your bare hands? Against *HIS* bear hands??'
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- BEAR_CONFUSED: 'The bear is confused; he only wants to be your friend.'
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- ALREADY_DEAD: 'For crying out loud, the poor thing is already dead!'
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@ -3506,9 +3503,16 @@ objects: !!omap
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- 'A burly troll stands by the bridge and insists you throw him a\ntreasure before you may cross.'
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- 'The troll steps out from beneath the bridge and blocks your way.'
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- '' # chased away
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changes:
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- ''
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- ''
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- |-
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The bear lumbers toward the troll, who lets out a startled shriek and
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scurries away. The bear soon gives up the pursuit and wanders back.
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sounds:
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- 'The troll sounds quite adamant in his demand for a treasure.'
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- 'The troll sounds quite adamant in his demand for a treasure.'
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- ''
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- TROLL2:
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words: ['troll']
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inventory: '*phony troll'
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