| "Swigian" by Rainbus North | |
| [you can make a fire here; or just you can sleep here] | |
| Release along with the source text. | |
| Use scoring. Maximum score is 15. | |
| When play begins: | |
| say "I don't like talking. Let's build a fire."; | |
| LookFlag is a number that varies. LookFlag is 0. | |
| Report looking: | |
| say "[exit list].[line break]"; | |
| IsAnExit is a number that varies. IsAnExit is 0. | |
| To say exit list: | |
| now IsAnExit is 0; | |
| repeat with way running through directions: | |
| let place be the room way from the location of the player; | |
| if place is a room: | |
| say "[if IsAnExit is 1]; looking[otherwise]Looking[end if] [way], you see the [place]"; | |
| now IsAnExit is 1; | |
| if IsAnExit is 0: | |
| say " none"; | |
| Crediting is an action out of world. Understand "help" or "about" or "credit" or "credits" or "info" as crediting. | |
| Carry out crediting: | |
| say "Swigian was beta tested by Mike Sousa, Hugo Labrande, Victor Ojuel, Chandler Groover and heartless zombie. | |
| The cover art is by Geni, a user on Wikimedia Commons. The license is a Attribution-ShareAlike 4.0 International (CC BY-SA 4.0), which can be read in full at https://creativecommons.org/licenses/by-sa/4.0/. The original image is located at https://commons.wikimedia.org/wiki/File:Sutton_Hoo_helmet_2016.png, and was retrieved in June of 2017. | |
| Type HINT at any time for a hint. Type it again for a better hint."; | |
| Include (- Replace LanguageVerbMayBeName; -) before "Language.i6t" | |
| Include (- | |
| [ LanguageVerbMayBeName w; | |
| if (w == ’long’ or ’short’ or ’normal’ or 'chisel' or 'crown' | |
| or ’brief’ or ’full’ or ’verbose’) | |
| rtrue; | |
| rfalse; | |
| ]; | |
| -) after "Commands" in "Language.i6t". | |
| Part I - Rooms | |
| Chapter 1 - Foresty region | |
| Section 1- Lake | |
| Lake is a room. "You are by a lake. The lake is still." | |
| The stilllake is scenery in Lake. Understand "lake" or "water" or "still" as stilllake. The printed name of stilllake is "lake". | |
| The LakeForest is scenery in Lake. Understand "forest" as the lakeforest. The printed name of LakeForest is "forest". | |
| The description of LakeForest is "[one of]If you want to see it, just go there. I won't mention this again.[or]I can't see what you're talking about.[stopping]" | |
| Instead of drinking the stilllake: | |
| say "You drink the water."; | |
| Instead of entering the stilllake: | |
| try swimming; | |
| Instead of taking the stilllake: | |
| say "Don't bother; but you can drink some." | |
| Instead of touching something: | |
| say "You don't like touching anything."; | |
| Does the player mean drinking the stilllake: it is likely. | |
| Instead of searching the stilllake: | |
| try examining the player; | |
| An axe is in Lake. Understand "steel" as axe. | |
| After taking the axe: | |
| if the flint is carried by the player: | |
| say "Taken. | |
| Now you have flint and steel. You can burn something small. Or cut something."; | |
| otherwise: | |
| say "Taken. | |
| Now you can cut things."; | |
| The firewood is nowhere. Understand "wood" or "fire" or "log" as firewood. | |
| Understand "make [something]" or "build [something]" as burning. | |
| Understand "fire" or "wood" as log. | |
| Swimming is an action applying to nothing. Understand "swim" as swimming. | |
| Carry out swimming: | |
| if the player is in the lake: | |
| say "Not now."; | |
| otherwise if the player is in WaterRegion: | |
| say "You are already in the water."; | |
| otherwise if the player is in Beach: | |
| say "It's not time to swim."; | |
| otherwise: | |
| say "You can not swim in that."; | |
| Inswimming is an action applying to one visible thing. | |
| Understand "swim [something]" or "swim in [something]" as inswimming. | |
| Carry out inswimming: | |
| if the noun is the stilllake: | |
| say "Not now."; | |
| otherwise if the player is in WaterRegion: | |
| say "You are already in the water."; | |
| otherwise if the player is in Beach: | |
| say "It's not time to swim."; | |
| otherwise: | |
| say "You can not swim in that."; | |
| Understand "swim [a direction]" or "paddle [a direction]" as going. | |
| The campfire is nowhere. "You can see a campfire here. You are sleepy." The campfire is not portable. Understand "fire" as the campfire. | |
| Understand "put out" as attacking. Understand "extinguish" as attacking. | |
| Instead of attacking the campfire: | |
| say "It'll be safe as you sleep." | |
| Instead of burning something: | |
| if the noun is not the firewood: | |
| say "Not right now."; | |
| otherwise if the flint is not carried by the player: | |
| say "You need flint and steel to start the fire."; | |
| otherwise if the axe is not carried by the player: | |
| say "You need the axe to make sparks with the flint."; | |
| otherwise if the player is not enclosed by Lake: | |
| say "Let's burn the wood by the lake. They're scared of water."; | |
| otherwise: | |
| say "You made a fire. Let's sleep."; | |
| now the firewood is nowhere; | |
| now the campfire is in Lake; | |
| Instead of sleeping: | |
| if campfire is not in Lake: | |
| say "You need something to warm you up, first."; | |
| otherwise if the player is not enclosed by lake: | |
| say "That lake was the only place you feel good sleeping."; | |
| otherwise: | |
| increase the score by 1; | |
| now the player is in StandingStones; | |
| say "They came while you were asleep. You're not where you should be. You are hungry. You are cold."; | |
| repeat with current running through things carried by the player: | |
| now current is nowhere; | |
| Section 2 - Forest | |
| Forest is south from lake. "You are in a forest. It is night." | |
| The hereforest is scenery in Forest. Understand "forest" as the hereforest. The printed name of the hereforest is "forest". | |
| A log is in Forest. A log is not portable. Understand "tree" or "trunk" as log. | |
| Instead of taking the log: | |
| say "It's too big to take. You [if the axe is not carried by the player]could[otherwise]can[end if] cut it[if the axe is not carried by the player], if you had an axe[end if]." | |
| Instead of burning the log: | |
| say "The log is too big to burn." | |
| Instead of cutting the log: | |
| if axe is not carried by the player: | |
| say "You don't have an axe."; | |
| otherwise: | |
| say "You cut the log up into firewood and take it. You [if the flint is carried by the player]can[otherwise]could[end if] burn it[if the flint is not carried by the player], if you had flint with your steel[end if]."; | |
| now the log is nowhere; | |
| now firewood is carried by the player; | |
| Instead of attacking the log: | |
| try cutting the log; | |
| Section 3 - Mountain | |
| Mountain is south from Forest. "You are on a mountainside. Everything is dry." | |
| The realmountain is scenery in Mountain. The printed name of the realmountain is "mountain". Understand "mountain" or "mount" or "mountainside" as the realmountain. | |
| Section 4 - Gravel Pit | |
| Gravel Pit is east from Mountain. "You are in an empty gravel pit." | |
| The realgravelpit is scenery in Gravel Pit. The printed name of the realgravelpit is "gravel pit". Understand "empty" or "gravel" or "pit" as the realgravelpit. | |
| The flint is in Gravel Pit. | |
| Instead of attacking the flint: | |
| if the axe is carried by the player: | |
| say "Think easier; just burn something."; | |
| otherwise: | |
| say "You have no steel."; | |
| After taking the flint: | |
| if the axe is carried by the player: | |
| say "Taken. | |
| Now you can burn something small."; | |
| otherwise: | |
| say "Taken. | |
| Now you need steel."; | |
| Chapter 2 - Beowulf | |
| Section 1 - Standing Stones | |
| StandingStones are a room. "You are surrounded by standing stones." The printed name of StandingStones is "Standing Stones" | |
| The standing stones are scenery in StandingStones. Understand "rock" or "rocks" or "monolith" or "monoliths" or "stone" as the standing stones. | |
| Shivering is an action applying to nothing. Understand "shiver" as shivering. | |
| Carry out shivering: | |
| if the player is in StandingStones: | |
| say "You shiver."; | |
| otherwise: | |
| say "You aren't cold."; | |
| Instead of climbing the standing stones: | |
| say "You climb the stones, then come back down."; | |
| Instead of going nowhere from StandingStones when the noun is up: | |
| try climbing the standing stones; | |
| Section 2 - Moor | |
| The Moor is west from StandingStones. "The moor is silent. Keep moving." | |
| The realmoor is scenery in moor. The printed name of realmoor is "moor". Understand "moor" as realmoor. | |
| MoorCounter is a number that varies. MoorCounter is 0. | |
| Every turn: | |
| if the player is not in Moor: | |
| now MoorCounter is 0; | |
| otherwise: | |
| now MoorCounter is MoorCounter plus one; | |
| if MoorCounter is 1: | |
| say "They will see you. Go now."; | |
| otherwise if MoorCounter > 1: | |
| end the story saying "They found you"; | |
| Section 2 - Aftermath | |
| Aftermath is west from Moor. "There was a battle here. Almost everything is trampled." | |
| The battle is scenery in aftermath. The trampled things are scenery in aftermath. The trampled things are plural-named. | |
| The meal is in aftermath. | |
| Every turn when the meal is carried by the player: | |
| say "[one of][or]You need a safe place to eat.[cycling]" | |
| Instead of eating the meal: | |
| if the player is in Aftermath: | |
| say "It's not safe to eat here. Take it with you."; | |
| otherwise if the player is in Moor: | |
| say "It's not safe to stop here."; | |
| otherwise: | |
| increase the score by 1; | |
| say "You eat the food carefully. You feel much better now."; | |
| now the meal is nowhere; | |
| change the north exit of StandingStones to bog; | |
| now SingSong is 1; | |
| SingSong is a number that varies. SingSong is 0. | |
| Every turn when SingSong is 1: | |
| say "You hear music from[if the player is in StandingStones] the north[otherwise] somewhere nearby[end if]." | |
| Every turn when the meal is nowhere: | |
| if the score < 2: | |
| if the player is in StandingStones: | |
| say "You hear music from the north."; | |
| otherwise: | |
| say "You hear distant music, from the standing stones."; | |
| Instead of taking the meal: | |
| if the basket is not carried by the player: | |
| say "It slips through your hands. You need something to carry it."; | |
| otherwise: | |
| say "You lift the meal into the basket."; | |
| now the meal is in the basket; | |
| Section 4 - Spring | |
| The Spring is east from StandingStones. "Water wells up from below. You are safe here." | |
| The welling water is scenery in Spring. Understand "spring" or "well" or "wells" as the welling water. | |
| Instead of taking the welling water: | |
| say "You drink some water."; | |
| The basket is a container in the spring. | |
| Chapter 3 - Music | |
| Section 1 - Bog | |
| Bog is a room. "Small lights dance behind trees far away. You hear music." | |
| Before going north from StandingStones: | |
| now SingSong is 0. | |
| Instead of listening when the score is 2: | |
| say "You hear music." | |
| Instead of going nowhere when the player is in Bog: | |
| say "You are still in the bog. You hear music." | |
| The small lights are scenery in the bog. The trees are scenery in the bog. The music is scenery in the bog. | |
| Section 2 - Sea side | |
| Sea Side is north from the bog. "You are at the sea side. You hear music from the west." | |
| The Realseaside is scenery in Sea Side. The printed name of Realseaside is "sea side". Understand "sea" or "side" or "water" or "saltwater" or "salt" as realseaside. | |
| Instead of taking the realseaside: | |
| say "You don't want it." | |
| Instead of entering the realseaside: | |
| say "Not yet."; | |
| Instead of inswimming the realseaside: | |
| say "Later."; | |
| The old spear is in Sea Side. | |
| Instead of inserting the old spear into the basket: | |
| say "That is too large." | |
| Section 3 - Cove | |
| The Cove is east from Sea Side. "You are in a cove. You are safe." | |
| The realcove is scenery in Cove. Understand "cove" as the realcove. The printed name of the realcove is "cove". | |
| Section 4 - Burial Mound | |
| The Burial Mound is east from the Cove. "You are on a small mound with white flowers." | |
| The small mound is scenery in the burial mound. | |
| The white flowers are scenery in the burial mound. Understand "flower" as white flowers. | |
| Instead of eating the white flowers: | |
| say "They have a better purpose."; | |
| Instead of cutting the white flowers: | |
| say "To what end?"; | |
| Instead of taking the white flowers: | |
| say "They are fine where they are."; | |
| Instead of smelling the white flowers: | |
| say "You inhale. You exhale."; | |
| Understand "trample [something]" as entering. | |
| Instead of entering the white flowers: | |
| say "Don't hurt them." | |
| The old shield is in the burial mound. | |
| Section 5 - Outside Mead-Hall | |
| Outside-Mead-Hall is north from Sea Side. "You are outside the mead-hall. They are dancing inside. They have not heard you yet." The printed name of Outside-Mead-Hall is "Outside of the Mead-Hall". | |
| The mead hall is a backdrop in Outside-Mead-Hall. Understand "mead-hall" as mead hall. | |
| Before going north from Outside-Mead-Hall: | |
| if the old spear is not enclosed by the player: | |
| say "You should be prepared for a fight." instead; | |
| otherwise if the old shield is not enclosed by the player: | |
| say "You'll need some protection as well." instead; | |
| Section 6 - Inside Mead-Hall | |
| Inside-Mead-Hall is north from Outside-Mead-Hall. "The mead-hall is dark and dusty." The printed name of Inside-Mead-Hall is "Inside of the Mead-Hall". | |
| The mead hall is scenery in Inside-Mead-Hall. | |
| The opponent is a person. The opponent is in Inside-Mead-Hall. | |
| Every turn when the player is in Inside-Mead-Hall: | |
| change the south exit of Inside-Mead-Hall to nowhere; | |
| The ground hole is scenery. | |
| Instead of entering the ground hole: | |
| try going down; | |
| Instead of attacking the opponent: | |
| if the shield is not carried by the player: | |
| end the story saying "The shield was more important than you thought."; | |
| otherwise if the spear is carried by the player: | |
| say "You attack the opponent. He vanishes through a hole in the ground."; | |
| change the down exit of Inside-Mead-Hall to Burrow; | |
| now the opponent is nowhere; | |
| now the ground hole is in Inside-Mead-Hall; | |
| increase the score by 1; | |
| otherwise: | |
| end the story saying "You shouldn't have dropped the spear."; | |
| DownFollowing is an action applying to nothing. Understand "follow opponent" as downfollowing. | |
| Carry out downfollowing: | |
| if the player is in Inside-Mead-Hall: | |
| try going down; | |
| otherwise: | |
| say "There is no need to do that." | |
| Chapter 3 - Underground | |
| Section 1 - Burrow | |
| Burrow is a room. "You are in a burrow. The walls are made of packed dirt." | |
| The walls of packed dirt are scenery in burrow. Understand "burrow" as the walls of packed dirt. | |
| Section 2 - Corner | |
| Tunnel is south from Burrow. "You are in a tunnel." | |
| The realtunnel is scenery in tunnel. Understand "tunnel" as realtunnel. The printed name of realtunnel is "tunnel". | |
| The shroud is in tunnel. The shroud is wearable. | |
| Instead of waving the shroud: | |
| say "You're coming at this the wrong way."; | |
| Sneezing is an action applying to nothing. | |
| Understand "sneeze" as sneezing. | |
| Carry out sneezing: | |
| say "Bless you. Now keep going." | |
| Section 3 - Cave Pool | |
| Cave Pool is south from Tunnel. "Water drips into a pool. A deep hole is here." | |
| The dripping water is scenery in cave pool. | |
| The deep hole is scenery in Cave Pool. | |
| The hook is in Cave Pool. "A chain goes into the hole. It has a hook. You can put something on it." The hook is not portable. The hook is a supporter. Understand "chain" as the hook. | |
| Instead of dropping the basket: | |
| say "Not yet." | |
| Instead of inserting something into the hook: | |
| try putting the noun on the hook; | |
| Before putting something on the hook: | |
| if the noun is not the basket: | |
| say "The [noun] slips off of the hook." instead; | |
| Every turn when the basket is on the hook: | |
| if the old shield is in the basket: | |
| say "The basket goes into the hole. A bucket comes up. It has a worn coin in it[if the shroud is in the basket]. The shroud is in the bucket too[end if]. Your shield has been accepted."; | |
| now the hook is nowhere; | |
| now the basket is nowhere; | |
| now the bucket is in Cave Pool; | |
| if the shroud is in the basket: | |
| now the shroud is in the bucket; | |
| if the chisel is in the basket: | |
| now the chisel is in the bucket; | |
| otherwise: | |
| say "The basket is too light to sink down."; | |
| The bucket is not portable. The bucket is a container. | |
| The worn coin is in the bucket. | |
| Instead of inserting something into the deep hole: | |
| say "You should care for your things."; | |
| Section 4 - Limestone Cave | |
| Limestone Cave is east from Cave Pool. "You are in a limestone cave. The floor is covered in frost." | |
| The frost covered floor is scenery in limestone cave. Understand "limestone" or "cave" as the frost covered floor. | |
| The frozen door is a door. The frozen door is east of Limestone Cave and west of Inside-Burial-Mound. "There is a frozen door[if the vines are enclosed by Limestone cave] covered in vines[end if]." | |
| The vines are scenery in Limestone Cave. | |
| Before cutting the door: | |
| if the vines are enclosed by Limestone Cave: | |
| try cutting the vines instead; | |
| Instead of opening the door when the vines are enclosed by Limestone Cave: | |
| say "The vines hold the door shut." | |
| Instead of attacking the vines: | |
| try cutting the vines. | |
| Instead of cutting the vines: | |
| if the old spear is not carried by the player: | |
| say "You have nothing to cut the vines with."; | |
| otherwise: | |
| say "You cut off all the vines. Your spear freezes and breaks."; | |
| now the old spear is nowhere; | |
| now the vines are nowhere; | |
| increase the score by one; | |
| Chapter 4 - Burial mound | |
| Section 1 - Inside Burial Mound | |
| Inside-Burial-Mound is a room. The printed name of Inside-Burial-Mound is "Inside Burial Mound". "You are inside the burial mound." | |
| The trueburialmound is scenery in Inside-Burial-Mound. Understand "burial" or "mound" as the trueburialmound. The printed name of the trueburialmound is "burial mound". | |
| The wooden crypt is a closed enterable openable container in Inside-Burial-Mound. The wooden crypt is not portable. Understand "coffin" or "dusty" as the wooden crypt. | |
| The wooden crypt is scenery. | |
| HalfOpen is a number that varies. HalfOpen is 0. | |
| NamesDusty is a number that varies. NamesDusty is 1. | |
| Understand "blow [something]" as rubbing. | |
| Instead of unlocking the crypt with the chisel: | |
| try opening the crypt; | |
| Instead of rubbing the name-runes: | |
| try rubbing the crypt; | |
| Instead of rubbing the crypt: | |
| say "The dust comes off. There is a list of name runes on the crypt[if the chisel is carried by the player]. You can cut the crypt to write your name[end if].[line break]"; | |
| now NamesDusty is 0; | |
| The name-runes are in Inside-Burial-Mound. "[if NamesDusty is 1]There is a crypt here, covered in dust[otherwise]You see name-runes engraved on the crypt[end if]."The name-runes are plural-named. The name-runes are not portable. Understand "list" or "names" or "name" or "rune" or "runes" or "room" or "dust" as the name-runes. The printed name of the name-runes is "[if NamesDusty is 1]dust[otherwise]name-runes[end if]". | |
| The description of the name-runes is "[if NamesDusty is 1]You can clean the dust.[otherwise if NameOnCrypt is 0]The last name rune is Ingeld.[otherwise]The last name rune is yours.[end if]" | |
| The chisel is in Inside-Burial-Mound. | |
| Report taking the chisel: | |
| say "[if NamesDusty is 0]The chisel is small. You can cut the crypt to write your name.[otherwise]The dust on the crypt makes you sneeeze.[end if]" | |
| Before opening the wooden crypt: | |
| if NamesDusty is 1: | |
| say "The dust makes the crypt slippery." instead; | |
| otherwise if HalfOpen is 0: | |
| say "You open it a crack. Try again."; | |
| now HalfOpen is 1 instead; | |
| Understand "write [something]" as cutting. | |
| After opening the wooden crypt: | |
| say "Your opponent is here. He is wearing a shroud. He has a coin in his mouth. He fades away." | |
| The mouth is part of the player. The mouth is a container. The mouth is proper-named. The printed name of the mouth is "your mouth". Understand "tongue" as the mouth. | |
| Understand "put [other things] under [something]" as inserting it into. | |
| Before inserting something into the mouth: | |
| if the noun is not the worn coin: | |
| if the noun is not the meal: | |
| say "You cannot put that in your mouth." instead; | |
| Instead of inserting the meal into the mouth: | |
| try eating the meal; | |
| Instead of eating the worn coin: | |
| try inserting the worn coin into the mouth. | |
| Instead of dropping the chisel: | |
| say "You need this."; | |
| NameOnCrypt is a number that varies. NameOnCrypt is 0. | |
| Understand "hack [something]" or "chisel [something]" as cutting. | |
| Understand "carve [something]" as cutting. Understand "name" as the name-runes. | |
| Instead of cutting the name-runes: | |
| try cutting the crypt; | |
| Instead of cutting the crypt: | |
| if the chisel is not carried by the player: | |
| say "You cannot cut the crypt without a chisel."; | |
| otherwise if NameOnCrypt is 1: | |
| say "Your name is on the crypt already."; | |
| otherwise: | |
| say "You write your name rune on the crypt."; | |
| now NameOnCrypt is 1; | |
| Before entering the wooden crypt: | |
| if the crypt is not open: | |
| say "The crypt is not open." instead; | |
| otherwise if the shroud is not worn by the player: | |
| say "You're not wearing the shroud." instead; | |
| otherwise if the worn coin is not in the mouth: | |
| say "The coin is not in your mouth." instead; | |
| otherwise if NameOnCrypt is 0: | |
| say "You don't want the wrong name. It's not safe. You should cut the crypt." instead; | |
| Understand "bless me" or "bless you" as praying. | |
| After entering the wooden crypt: | |
| say "You get into the wooden crypt. It is small. You can close it now." | |
| After closing the wooden crypt: | |
| say "You close the wooden crypt. They cannot follow you here. You have been this way before."; | |
| now the player is in Darkness; | |
| repeat with current running through things enclosed by the player: | |
| now current is nowhere; | |
| now the worn coin is nowhere; | |
| increase the score by one; | |
| Section 2 - Darkness | |
| Darkness is a dark room. | |
| Rule for printing the description of a dark room: | |
| say "It is almost pitch dark. You can see almost nothing." | |
| Chapter 5 - Dragon's lair | |
| Section 1 - Lair | |
| Lair is down from darkness. "You are in the lair. The room stinks. You are safe. He will protect you." | |
| The truelair is scenery in lair. The printed name of the truelair is "lair". Understand "lair" as the truelair. | |
| Instead of smelling something when the player is in Lair: | |
| say "The room stinks."; | |
| Instead of smelling when the player is in Lair: | |
| say "The room stinks."; | |
| After going down from darkness: | |
| change the up exit of Lair to nothing; | |
| try looking; | |
| Chapter 6 - Armory | |
| Armory is south from Lair. "You are in his armory[if the number of messy things in Armory > 0]. It needs to be cleaned[end if]." | |
| TrueArmory is scenery in Armory. Understand "armory" as truearmory. The printed name of truearmory is "armory". | |
| A thing can be messy or not messy. A thing is usually not messy. | |
| The dusty armor is in armory. The dusty armor is messy. | |
| Instead of rubbing the dusty armor: | |
| if the dusty armor is messy: | |
| say "You clean the armor."; | |
| now the dusty armor is not messy; | |
| now the printed name of the dusty armor is "clean armor"; | |
| otherwise: | |
| say "It is already clean."; | |
| The open cabinet is in Armory. The open cabinet is messy. | |
| Instead of closing the open cabinet: | |
| if the cabinet is messy: | |
| say "You close the cabinet."; | |
| now the cabinet is not messy; | |
| now the printed name of the open cabinet is "closed cabinet"; | |
| otherwise: | |
| say "It's already closed."; | |
| Instead of opening the open cabinet: | |
| say "No."; | |
| Before taking something when the player is in Armory: | |
| if the noun is the open cabinet: | |
| say "He likes this as it is." instead; | |
| otherwise if the noun is the dusty armor: | |
| say "He likes this as it is." instead; | |
| otherwise if the noun is the leaning pile: | |
| say "He likes this as it is." instead; | |
| A dry snack is in Armory. A dry snack is messy. A dry snack is edible. | |
| Before taking the dry snack: | |
| say "You eat it."; | |
| now the dry snack is nowhere instead; | |
| Instead of dropping the dry snack: | |
| say "But you're hungry."; | |
| ArmoryDone is a scene. ArmoryDone begins when the number of messy things in Armory is 0. | |
| The leaning pile is in Armory. The leaning pile is messy. The description of the leaning pile is "It needs to be pushed." | |
| Instead of pushing the leaning pile: | |
| if the leaning pile is messy: | |
| say "Now it's not leaning."; | |
| now the leaning pile is not messy; | |
| now the printed name of the leaning pile is "straight pile"; | |
| otherwise: | |
| say "It's already straight."; | |
| Instead of pulling the leaning pile: | |
| try pushing the leaning pile. | |
| When ArmoryDone begins: | |
| now readycounter is readycounter plus one; | |
| increase the score by one; | |
| say "Now it's not messy."; | |
| Chapter 7 - Remains | |
| Section 1 - Boneyard | |
| Boneyard is west from Lair. "The bones of the common are piled here." | |
| The common bones are scenery in Boneyard. Understand "bone" or "pile" or "piles" as the common bones. | |
| Section 2 - The valiant | |
| The Home of the Valiant is west from Boneyard. "The bones of the valiant are here, each with spear and helmet." | |
| The Valiant bones are scenery in The Home of the Valiant. Understand "spear" or "spears" or "bone" or "helmet" or "helmets" as the valiant bones. | |
| Section 3 - The noble | |
| The Nobles' End is west from the home of the valiant. "The bones of the nobles are laid here in gold." | |
| The noble bones are scenery in the Nobles' End. Understand "gold" or "nobles" or "bone" as the noble bones. | |
| Section 4 - The kings | |
| The Hall of Kings is west from the Nobles' end. "Three thrones are here, with three kings." | |
| The three-thrones are scenery in the hall of kings. Understand "three" or "thrones" or "throne" or "three-thrones" as the three-thrones. The printed name of the three-thrones is "three thrones". | |
| The three-kings are scenery in the hall of kings. Understand "three" or "kings" or "three kings" or "king" or "oldest" or "old" or "crownless" as the three-kings. The printed name of the three-kings is "three kings". | |
| The dull crown is in the hall of kings. "A crown is cast down here." | |
| Crowning is an action applying to one thing. Understand "crown [something]" as crowning. | |
| Carry out crowning: | |
| if the dull crown is not carried by the player: | |
| say "You have nothing to crown anyone with."; | |
| otherwise: | |
| try putting the dull crown on the noun; | |
| Report taking the dull crown: | |
| say "The oldest king is crownless." | |
| Instead of putting something on the three-kings: | |
| if the noun is the dull crown: | |
| say "The king bows his head. You put the crown on him. You may leave."; | |
| now ReadyCounter is ReadyCounter plus one; | |
| now the dull crown is nowhere; | |
| increase the score by one; | |
| otherwise: | |
| say "There is only one thing the king [if the dull crown is nowhere]wanted[otherwise]wants[end if]."; | |
| Before going east from the Hall of Kings: | |
| if the dull crown is carried by the player: | |
| say "The king is crownless. It would be rude to leave." instead; | |
| Instead of wearing the dull crown: | |
| say "It is not yours."; | |
| Instead of rubbing the dull crown: | |
| say "Its age will never come off." | |
| Chapter 8 - Treasures | |
| TreasureRegion is a region. New Treasures, Old Treasures, and Ancient Treasures are in TreasureRegion. | |
| TreasuresCounter is a number that varies. TreasuresCounter is 0. | |
| A treasure is a kind of thing. | |
| To say treasuresaying: | |
| say "[if TreasuresCounter < 3]. His treasures are wrong. Put them right[end if]. "; | |
| A thing has a room called TreasureRoom. TreasureRoom is usually lair. | |
| A treasure can be replaced or not replaced. A treasure is usually not replaced. | |
| Before taking a treasure: | |
| if the player is in the TreasureRoom of the noun: | |
| say "It is already in its place." instead; | |
| otherwise: | |
| say "Put it in its place."; | |
| Report dropping a treasure: | |
| if the player is in the TreasureRoom of the noun: | |
| say "It is in its place."; | |
| now the noun is replaced; | |
| now TreasuresCounter is TreasuresCounter plus one; | |
| if TreasuresCounter is 3: | |
| now readycounter is readycounter plus one; | |
| increase the score by one; | |
| otherwise if the noun is the ring mail: | |
| if the location of the player is Armory: | |
| say "That is not the right place."; | |
| Instead of wearing the ring mail: | |
| say "It is not sized for our kind." | |
| Section 1 - New treasures | |
| New Treasures is east from lair. "This treasure room is full of tapestries, musical instruments, and iron[treasuresaying]" | |
| The tapestries are scenery in New Treasures. The musical instruments are scenery in New Treasures. The iron is scenery in New Treasures. | |
| The canopic jar is a treasure in New Treasures. The treasureroom of the canopic jar is Ancient Treasures. | |
| Instead of opening the canopic jar: | |
| say "It's ancient; he wouldn't be pleased." | |
| Section 2 - Old treasures | |
| Old Treasures is east from New Treasures. "This treasure room is full of pottery, statues and silver[treasuresaying]" | |
| The pottery and statues and silver are scenery in Old Treasures. Understand "pot" or "vase" as the pottery. Understand "statue" as the statues. The statues are plural-named. | |
| The ring mail is a treasure in Old Treasures. The treasureRoom of the ring mail is new Treasures. | |
| Section 3 - Ancient Treasures | |
| Ancient Treasures is east from Old Treasures. "This room is full of sarcophagi, rotten spices and gold[treasuresaying]" | |
| The sarcophagi and the rotten spices and the gold are scenery in Ancient Treasures. Understand "sarcophagus" as the sarcophagi. The sarcophagi are plural-named. | |
| The marble bust is treasure in Ancient Treasures. The treasureroom of the marble bust is old treasures. | |
| Chapter 9 - Outside | |
| FiryRegion is a region. Entrance, Rocky Tumble, Scrub, Cliff are in FiryRegion. | |
| A thing can be obstructing or not obstructing. A thing is usually not obstructing. | |
| Report taking an obstructing thing: | |
| say "At the cliff, you can throw this." | |
| FireDone is a scene. FireDone begins when the number of obstructing things in FiryRegion is 0. | |
| When FireDone begins: | |
| increase the score by one. | |
| CurrentObstruct is a thing that varies. CurrentObstruct is the sharp iron. | |
| Section 1 - Entrance | |
| Entrance is north from Lair. "You are by a barrow. The ground is on fire[if the number of obstructing things in firyregion > 0]. They are trying to stop him; clear his way[end if]." | |
| The barrow is scenery in Entrance. The description of the barrow is "The barrow is a grave, a tomb, a cave." | |
| The ground fire is scenery in Entrance. | |
| The sharp iron is an obstructing thing in entrance. | |
| After going north from Lair: | |
| try looking; | |
| change the south exit of Entrance to nowhere; | |
| ReadyCounter is a number that varies. ReadyCounter is 0; | |
| Before going north from Lair: | |
| if ReadyCounter < 3: | |
| say "His protection comes with a price. His house is not in order." instead; | |
| Section 2 -Rocky Tumble | |
| Rocky Tumble is west from Entrance. | |
| The tumbled rocks are scenery in rocky tumble. Understand "rocky" or "rock" or "tumble" as the tumbled rocks. The tumbled rocks are plural-named. | |
| The jagged rock is an obstructing thing in Rocky Tumble. | |
| Instead of looking under the jagged rock: | |
| say "It is small."; | |
| Instead of climbing the jagged rock: | |
| say "It is small."; | |
| Section 3 - Scrub | |
| Scrub is east from Entrance. | |
| The scrubby plants are scenery in scrub. Understand "scrub" as the scrubby plants. | |
| The thornbush is an obstructing thing in Scrub. Understand "bush" or "thorn" or "thorns" as thornbush. | |
| Section 4 - Cliff | |
| Cliff is north from Entrance. "The fire stops by the cliff. The water is inviting[if the number of obstructing things in firyregion > 0]. You can throw something[otherwise]. You can go now.[end if]" | |
| The truecliff is scenery in Cliff. Understand "cliff" as the truecliff. The printed name of truecliff is "cliff". | |
| The ocean water is scenery in Cliff. | |
| Instead of throwing something at something when the player is in Cliff: | |
| try dropping the noun; | |
| Instead of dropping something when the player is in Cliff: | |
| say "You throw [the noun] in the water."; | |
| now the noun is nowhere; | |
| if the number of obstructing things in firyregion is 0: | |
| say "You can go now."; | |
| otherwise: | |
| if the noun is CurrentObstruct: | |
| now CurrentObstruct is a random obstructing thing in FiryRegion; | |
| Before going down from Cliff: | |
| if the number of obstructing things in firyregion > 0: | |
| say "Something is in his way. Clear his path." instead; | |
| otherwise: | |
| say "You hear him come home. You fall." | |
| Instead of jumping when the player is in Cliff: | |
| if the number of obstructing things in firyregion > 0: | |
| say "Something is in his way. Clear his path." instead; | |
| otherwise: | |
| say "You jump from the cliff."; | |
| now the player is in Shallow Waters; | |
| Chapter 10 - Coastline | |
| WaterRegion is a region. Coastline, Deeper Waters, Shallow Waters, Choppy Waters are in WaterRegion. | |
| Instead of going somewhere in WaterRegion when the player is not in the boat: | |
| say "You need the boat." | |
| Understand "dive" as swimming. | |
| Section 1 - Shallow Waters | |
| Shallow Waters is down from Cliff. | |
| The trueshallowwaters are scenery in shallow waters. The printed name of the trueshallowwaters is "shallow waters". Understand "shallow" or "waters" or "water" as the trueshallowwaters. | |
| The boat is a vehicle in Shallow Waters. Understand "ship" as boat. | |
| Instead of going up to Cliff when the player is in the boat: | |
| say "The boat cannot go up." | |
| Instead of going up to Cliff when the player is not in the boat: | |
| say "It is too steep."; | |
| Instead of going east to Coastline when the player is not in the boat: | |
| say "You need the boat." | |
| Section 2 - Coastline | |
| Coastline is east from Shallow Waters. "You are following the coastline; you are close to home." | |
| The coast is scenery in coastline. Understand "coastline" as the coast. | |
| Section 3 - Deeper waters | |
| Deeper Waters is north from Coastline. "You are in deep waters. Something is under the water." | |
| The truedeepwaters are scenery in deeper waters. The printed name of the truedeepwaters is "deep waters". Understand "deep" or "waters" or "water" as the truedeepwaters. | |
| The csomething is scenery in deeper waters. Understand "something" as the csomething. The printed name of the csomething is "something". | |
| Section 4 - Choppy waters | |
| Choppy Waters is east from Deeper Waters. "The water is choppy here." | |
| The truechoppywaters are scenery in choppy waters. The printed name of the truechoppywaters is "choppy waters". Understand "choppy" or "waters" or "water" as the trueshallowwaters. | |
| The shark is an animal in Choppy Waters. | |
| After going east to choppy waters: | |
| now the player is in Choppy Waters; | |
| say "A shark has tipped the boat. You are in the water."; | |
| change the west exit of Choppy Waters to nowhere; | |
| Before entering the boat when the player is in Choppy Waters: | |
| if the shark is in Choppy Waters: | |
| say "The shark prevents you. You must attack it." instead; | |
| Instead of attacking the shark for the first time: | |
| say "The shark fights back."; | |
| Instead of attacking the shark for the second time: | |
| try looking; | |
| say "You punch the shark away."; | |
| now the shark is nowhere; | |
| Instead of going east from Choppy Waters when the player is not in the boat: | |
| say "You need the boat." | |
| Sharkjumping is an action applying to nothing. Understand "jump shark" as sharkjumping. | |
| Carry out sharkjumping: | |
| if the shark is enclosed by the location of the player: | |
| say "You leap over the shark, crying 'Victor!'"; | |
| otherwise: | |
| say "This is meaninglesss." | |
| Section 5 - Beach | |
| BeachWaterRegion is a region. WaterRegion is in BeachWaterRegion. Beach is in BeachWaterRegion. | |
| Beach is east from Choppy Waters. "You are at the beach. You don't need the boat." | |
| The truebeach is scenery in beach. Understand "beach" as the truebeach. The printed name of the truebeach is "beach". | |
| Report exiting when the player is in Beach: | |
| increase the score by one; | |
| say "You are hungry again."; | |
| Instead of entering the boat when the player is in Beach: | |
| say "You don't need the boat." | |
| Instead of going west from Beach when the player is not in the boat: | |
| say "No. Time to go home." | |
| Chapter 11 - Mountains | |
| The dry land is scenery in Beach. | |
| Instead of going north from Beach when the player is in the boat: | |
| say "The boat can't go on dry land." | |
| Section 1 - Foothill | |
| Foothill is north from Beach. "They don't like it here. The mountains are between you and home." | |
| The distant mountains are scenery in Foothill. | |
| Section 2 - Path | |
| Footpath is east from Foothill. "This path was made by them. Be careful." | |
| The path is scenery in Footpath. | |
| Section 3 - Outside House | |
| Outside-House is east from footpath. "You are outside one of their houses. It is very small." The printed name of Outside-House is "Outside House" | |
| The very small house is scenery in Outside-House. | |
| Section 4 -Inside House | |
| Inside-House is east from Outside-House. "You are in the small house." The printed name of Inside-House is "Inside House". | |
| The small house interior is scenery in Inside-House. | |
| The fresh snack is in Inside-House. | |
| Instead of eating the fresh snack: | |
| say "You eat it."; | |
| now the fresh snack is nowhere; | |
| increase the score by one; | |
| Chapter 12 - Waterfall | |
| Section 1 - Peak | |
| Peak is up from Foothill. "You are close to home. A pool of water is here[if the boulders are in Peak]. The boulders are blocking it[otherwise]. A waterfall comes out of it[end if]." | |
| Waterfall is a backdrop. Waterfall is in Peak. Waterfall is not portable. | |
| The water pool is scenery in peak. | |
| Before going up from Foothill: | |
| if the fresh snack is not nowhere: | |
| say "You are too weak to climb. You need to eat." instead; | |
| Section 2 - Slope | |
| Slope is east from Peak. "The ground slopes up here." | |
| The sloping ground is scenery in Slope. | |
| Section 3 - Rocky Summit | |
| Rocky Summit is up from Slope. "You are on a rocky summit. There is a cliff to the west." | |
| The truerockysummit is scenery in Rocky Summit. Understand "rocky"or "summit" or "cliff" as the truerockysummit. The printed name of the truerockysummit is "rocky summit". | |
| There are some boulders in Rocky Summit. Some boulders are plural-named. Understand "boulder" as boulders. | |
| Instead of taking the boulders: | |
| say "They are too heavy to lift[if the boulders are in Peak]. You should push them[end if]."; | |
| Instead of pushing the boulders to something: | |
| if the boulders are not in Peak: | |
| say "You push the boulders down the cliff."; | |
| now the boulders are in Peak; | |
| otherwise: | |
| say "Their purpose is accomplished."; | |
| Instead of pushing the boulders: | |
| if the boulders are not in Peak: | |
| say "You push the boulders down the cliff."; | |
| now the boulders are in Peak; | |
| otherwise: | |
| say "Their purpose is accomplished."; | |
| [Instead of pushing the boulders a direction: | |
| say "You push the boulders, and they roll down off the cliff."; | |
| now the boulders are nowhere;] | |
| Section 4 - Slick Drop | |
| Slick Drop is north from Peak. "The ground here is [if the boulders are not in Peak]dry now[otherwise]slick[end if]. It goes straight down." | |
| The slick ground is scenery in slick drop. | |
| Before going down from Slick Drop: | |
| if the boulders are not in Peak: | |
| say "The waterfall is too strong." instead; | |
| The waterfall is scenery in Slick Drop. | |
| Section 5 -Halfway down | |
| HalfRegion is a region. Eastern Ledge is in HalfRegion. Western Ledge is in HalfRegion. | |
| Eastern Ledge is down from slick drop. | |
| Western Ledge is west from Eastern Ledge. | |
| After going down from Slick Drop: | |
| change the up exit of Eastern Ledge to nowhere. | |
| Rockfall is a number that varies. Rockfall is 0. | |
| FallRegion is a room that varies. FallRegion is Eastern Ledge. | |
| Every turn when the player is in HalfRegion: | |
| now Rockfall is Rockfall plus one; | |
| if Rockfall is 1: | |
| say "The boulders are coming loose. One is falling above you."; | |
| now FallRegion is the location of the player; | |
| otherwise if Rockfall is 2: | |
| if the location of the player is FallRegion: | |
| end the story saying "You are crushed."; | |
| otherwise: | |
| say "A boulder smashes on the other side. You hear another boulder above you."; | |
| now FallRegion is the location of the player; | |
| otherwise if Rockfall is 3: | |
| if the location of the player is FallRegion: | |
| end the story saying "You are crushed."; | |
| otherwise: | |
| say " A boulder smashes on the other side. You hear two boulders above you."; | |
| otherwise if Rockfall is 4: | |
| say "The boulders miss you. They opened a path."; | |
| change the down exit of Eastern Ledge to Soggy Ground; | |
| change the down exit of Western Ledge to Soggy Ground; | |
| increase the score by one; | |
| Chapter 13 - Fen | |
| Section 1 - Soggy Ground | |
| Soggy Ground is a room. "The ground is marshy here." | |
| The marshy ground is scenery in soggy ground. | |
| Section 2 - Fen | |
| Fen is north from Soggy Ground. "You are in a fen. You hear wolves." | |
| The wolves are scenery in Fen. | |
| Instead of listening to Fen: | |
| try listening to the wolves; | |
| Instead of listening to the wolves: | |
| say "They are howling."; | |
| The truefen is scenery in Fen. The printed name of the truefen is "fen". Understand "fen"as the truefen. | |
| Section 3 - Mist | |
| Mist is north from Fen. "You are in the mist. You are safe. You are not lost." | |
| The truemist is scenery in Mist. Understand "mist" as the truemist. The printed name of truemist is "mist". | |
| MistCounter is a number that varies. MistCounter is 0. | |
| Report going north from Fen: | |
| change the south exit of Mist to Mist; | |
| change the north exit of Mist to Mist; | |
| change the east exit of Mist to Mist; | |
| change the west exit of Mist to Mist; | |
| LastMistDirection is a direction that varies. | |
| After going to Mist from Mist: | |
| try looking; | |
| say "Now you are closer.[paragraph break]"; | |
| now MistCounter is MistCounter plus one; | |
| if MistCounter is 1: | |
| say "You'll be home soon."; | |
| otherwise if MistCounter is 2: | |
| say "There is some blood in the water. Now it's gone."; | |
| otherwise if MistCounter is 3: | |
| say "You hear the wolves."; | |
| otherwise if MistCounter is 4: | |
| say "It feels chilly."; | |
| otherwise if MistCounter is 5: | |
| say "The ground is getting firmer."; | |
| otherwise if MistCounter is 6: | |
| say "You see out of the mist."; | |
| change the north exit of mist to Frozen Trees; | |
| change the east exit of mist to nothing; | |
| change the west exit of mist to nothing; | |
| change the south exit of mist to nothing; | |
| Chapter 14 - Mere | |
| Section 1 - Frozen trees | |
| Frozen Trees is a room. "You are in a forest. The trees are covered by snow." | |
| After going north to Frozen Trees: | |
| try looking; | |
| change the south exit of Frozen trees to nowhere; | |
| increase the score by one; | |
| The snow trees are scenery in Frozen Trees. | |
| Section 2 - Mereside | |
| Mereside is north from Frozen Trees. "You are by the mere. It is glowing." | |
| The mere is scenery in Mereside. | |
| The serpent is an animal in Mereside. Understand "snake" or "viper" or "adder" as the serpent. | |
| Instead of attacking the serpent: | |
| say "The serpent is not your enemy. You are almost home. You can ask the serpent about [italic type]them[roman type]." | |
| Talking to is an action applying to one thing. Understand "talk to [someone]" as talking to. | |
| Carry out talking to: | |
| say "You don't want to talk to [the noun]."; | |
| CurrentTopic is some text that varies. CurrentTopic is "[italic type]them[roman type]". | |
| SingleAsking is an action applying to one topic. | |
| Understand "ask about [text]" as SingleAsking. | |
| CurrentPerson is a person that varies. CurrentPerson is the serpent. | |
| Carry out singleasking: | |
| if the number of animals in the location of the player > 0: | |
| now CurrentPerson is a random animal in the location of the player; | |
| otherwise: | |
| now CurrentPerson is a random person in the location of the player; | |
| try asking CurrentPerson about the topic understood; | |
| Instead of talking to the serpent: | |
| say "You can ask the serpent about [CurrentTopic]." | |
| Instead of asking the serpent about "them": | |
| say "The serpent says 'They stay away. They hate the fire.' | |
| You can ask the serpent about fire."; | |
| Now CurrentTopic is "fire". | |
| Instead of asking the serpent about "fire": | |
| say "The serpent says 'The fen-fire frightens them. I have seen Hrothgar.' | |
| You can ask about Hrothgar."; | |
| Now CurrentTopic is "Hrothgar". | |
| Instead of asking the serpent about "Hrothgar": | |
| say "The serpent says 'Hrothgar is calling for help.' | |
| You can ask about help."; | |
| Now CurrentTopic is "help". | |
| Instead of asking the serpent about "help": | |
| say "The serpent says 'He is calling for Beowulf.' | |
| You can ask about Beowulf."; | |
| Now CurrentTopic is "Beowulf". | |
| Instead of asking the serpent about "Beowulf": | |
| say "The serpent says 'Beware of Beowulf.' | |
| The serpent swims away. Come home. You are almost there."; | |
| increase the score by one; | |
| now the serpent is nowhere; | |
| change the north exit of mereside to In-Mere; | |
| Section 3 - In Mere | |
| In-Mere is a room. "You are swimming in the fen-fire." The printed name of In-Mere is "In Mere". | |
| The fen-fire is scenery in In-Mere. Understand "mere" or "fen" or "fire" as the fen-fire. | |
| Section 4 - Center of Mere | |
| Center of Mere is north from In-Mere. "You are in the center of the mere." | |
| Chapter 15 - Home | |
| Descent is down from Center of Mere. "It takes them all day to reach the bottom." | |
| Bottom is down from Descent. "You are faster than them." | |
| After going down from Descent: | |
| try looking; | |
| change the up exit of descent to nowhere; | |
| Cavern is north from Bottom. "You are in a cavern. You are home. You are safe[first time]. | |
| You are thirsty, hungry, and tired[only]." | |
| Larder is east from cavern. "You are in your larder." | |
| The truelarder is scenery in larder. Understand "larder" as the truelarder. The printed name of truelarder is "larder". | |
| There is a last snack in the larder. | |
| Instead of eating the last snack: | |
| say "They try to get away, but you eat them."; | |
| now the last snack is nowhere; | |
| Mead Room is west from Cavern. "The mead you have taken is stored here." | |
| The pale mead is in Mead Room. | |
| Instead of drinking the pale mead: | |
| say "You drink the mead. You are not thirsty."; | |
| now the pale mead is nowhere; | |
| Mother is north from Cavern. "Mother is here." | |
| Instead of going north from Cavern: | |
| if the last snack is not nowhere: | |
| say "You are still hungry."; | |
| otherwise if the pale mead is not nowhere: | |
| say "You are still thirsty."; | |
| otherwise: | |
| now the player is in Mother; | |
| increase the score by one; | |
| end the story finally saying "You are with mother." | |
| Part 2 - Random stuff | |
| Understand "batter" as attacking. | |
| LookBehinding is an action applying to one thing. Understand "look behind" as lookbehinding. | |
| Carry out lookbehinding: | |
| say "You do not need to look behind anything, with your senses."; | |
| Praying is an action out of world. Understand "pray" as praying. | |
| Carry out praying: | |
| say "Father ure, thu the art in heofenan..." | |
| [The Hades deadman switch is a backdrop. The Hades deadman switch is everywhere. | |
| The description of the Hades deadman switch is "If you would like to try to access the deadman switch remotely, type SWI."] | |
| Singing is an action applying to nothing. Understand "sing" or "yell" as singing. | |
| Carry out singing: | |
| say "Hwæt! We Gar-Dena in gear-dagum[line break]þeod-cyninga, þrym gefrunon,[line break]hu ða æþelingas ellen fremedon![line break]Oft Scyld Scefing sceaþena þreatum[line break]monegum mægþum meodo-setla ofteah;"; | |
| The block vaguely going rule response (A) is "I don't like talking, but I would like to know what direction you want to go to." | |
| The can't take yourself rule response (A) is "You always have yourself." | |
| The can't take other people rule response (A) is "Don't take people. You have better things to do." | |
| The can't drop yourself rule response (A) is "Don't hate yourself so much. I like you.". | |
| The can't eat unless edible rule response (A) is "Find a snack instead.". | |
| The examine undescribed things rule response (A) is "[The noun]? That is what it is[first time]. I'll tell you everything that's important the first time[only]." | |
| The standard looking under rule response (A) is "It's not worth it to look under." | |
| The block showing rule response (A) is "No one wants to see that, dear." | |
| The block throwing at rule response (A) is "Throwing is beneath you." | |
| The block attacking rule response (A) is "Everything in time; you're coming at this the wrong way.". | |
| The kissing yourself rule response (A) is "You kiss yourself. I don't like talking." | |
| The block kissing rule response (A) is "No." | |
| The block answering rule response (A) is "I don't like talking." | |
| The telling yourself rule response (A) is "I don't like talking." | |
| The block telling rule response (A) is "I don't like talking." | |
| The block asking rule response (A) is "I don't like talking." | |
| The standard report waiting rule response (A) is "You wait.". | |
| The report touching yourself rule response (A) is "Why? Don't tell me." | |
| The report touching other people rule response (A) is "They feel normal, dear." | |
| The report touching things rule response (A) is "There will never be a need for that. I'll tell you what you see." | |
| The can't pull people rule response (A) is "No. Be direct." | |
| The can't push people rule response (A) is "No. Be direct." | |
| The can't turn people rule response (A) is "No. Be bold." | |
| The innuendo about squeezing people rule response (A) is "They pop a little before they get free." | |
| The description of the player is "You look like me." | |
| You is part of the player. You is a person. The description of you is "I look like you." | |
| The block saying yes rule response (A) is "No.". | |
| The block saying no rule response (A) is "I agree.". | |
| The block burning rule response (A) is "You can burn firewood, when you have flint and steel. Nothing else." | |
| The block waking up rule response (A) is "You already woke up." | |
| The block thinking rule response (A) is "[one of]Think again.[or]Clever.[or]You think of home and snacks.[stopping]". | |
| The report smelling rule response (A) is "There's no need; I'll tell you what you sense." | |
| The report listening rule response (A) is "I'll tell you the first time when you hear something." | |
| The report tasting rule response (A) is "Eat, don't taste." | |
| The block cutting rule response (A) is "I'll tell you when you can cut something. This isn't the time.". | |
| The parser error internal rule response (E) is "I didn't understand the thing you were talking about."; | |
| The parser error internal rule response (X) is "[LookAction] [no line break] "; | |
| The parser error internal rule response (N) is "I didn't understand the first thing you said."; | |
| The parser error internal rule response (B) is "Talk less; just ";[fix this and the next one] | |
| The parser error internal rule response (C) is "Talk less; just (go)"; | |
| The report jumping rule response (A) is "You leap. It doesn't help." | |
| The block tying rule response (A) is "I don't want you to tie anything." | |
| The block drinking rule response (A) is "You aren't thirsty." | |
| Instead of drinking the welling water: | |
| try taking the welling water; | |
| The block saying sorry rule response (A) is "Never apologize." | |
| The block swinging rule response (A) is "No. Be direct." | |
| The can't rub another person rule response (A) is "No. Be direct." | |
| The block buying rule response (A) is "Why bother?" | |
| The block climbing rule response (A) is "If you want to go up, go up. If you can't, then don't." | |
| The block sleeping rule response (A) is "Not after what happened last time.". | |
| The requested actions require persuasion rule response (A) is "Fight, or talk.". | |
| The carry out requested actions rule response (A) is "They can't.". | |
| The can't go that way rule response (A) is "Not that way." | |
| The immediately undo rule response (B) is "You've done nothing to undo.". | |
| The immediately undo rule response (C) is "Something unnatural is blocking you.". | |
| The immediately undo rule response (D) is "Something unfathomable stops you.". | |
| The immediately undo rule response (E) is "It is undone." | |
| The restart the game rule response (A) is "Do you wish to undo it all?". | |
| The restart the game rule response (B) is "You can't; I don't know why.". | |
| The restore the game rule response (A) is "You can't; I don't know why.". | |
| The restore the game rule response (B) is "Yes, I remember. You were here...". | |
| The save the game rule response (A) is "I can't keep you here. I don't know why.". | |
| The save the game rule response (B) is "I'll remember.". | |
| To say lookaction: | |
| say "[bold type][The location of the player][roman type][line break][The description of the location of the player][paragraph break]"; | |
| say "[Exit List]. "; | |
| Instead of waving hands: | |
| say "No. Be more direct." | |
| XYZZYing is an action applying to nothing. Understand "xyzzy" as XYZZYing. | |
| Carry out xyzzying: | |
| say "[one of]The gods of old treasure their names. Don't speak it again.[or][Deathtext][stopping]" | |
| To say deathtext: | |
| say "I'll remember you."; | |
| end the story saying "You have died." | |
| Part 3 - Testing | |
| Test fire with "take axe / s / cut log / s / e / take flint / w / n / n / burn firewood / sleep" [11 commands] | |
| Test meal with "e / take basket / w / w / w / take meal /e /e / eat meal / n"; [10 commands] | |
| Test music with "n / take old spear / e / e / take old shield / w / w / n / n / attack opponent"; [10 commands] | |
| Test underground with " d / s / take shroud / s / put basket on hook / put shield in basket / take coin / e / cut vines / open door / e" [ 10 commands] | |
| Test crypt with "rub crypt / read names / take chisel / cut crypt / open wooden crypt / open wooden crypt / wear shroud / put coin in mouth / enter wooden crypt / close wooden crypt" [10 commands] | |
| Test lair with " d "[1 command] | |
| Test treasures with " e / take jar / e / take mail / e / take bust / drop jar / w / drop bust / w / drop mail / w" [12 commands] | |
| Test armory with " s / clean armor / close cabinet / take snack / eat snack / push pile / n" [7 commands] | |
| Test boneyard with "w / w / w / w / take crown / put crown on king / e / e / e / e" [10 commands] | |
| Test outside with "n / take sharp iron / w / take jagged rock / e / e / take thornbush / w / n / drop all" [10 commands] | |
| Test boat with "d / enter boat / e / n / e / attack shark / attack shark / enter boat / e / out " [10 commands] | |
| Test house with "n / e / e / e / eat snack / w / w / w / u" [9 commands] | |
| Test waterfall with "e / u / push boulders / d / w / n / d / w / e / d" [9 commands] | |
| Test mist with "d / n / n / n / n / n / n / n / n / n" [10 commands] | |
| Test serpent with "n / attack serpent / ask serpent about them / ask serpent about fire / ask serpent about hrothgar / ask serpent about help / ask serpent about beowulf/ n / n" [8 commands] | |
| Test home with "d / d / n / e / eat last snack / w / w / drink mead / e / n" [10 commands] | |
| Test megatest with "test fire / test meal / test music / test underground / test crypt / test lair / test treasures / test armory / test boneyard / test outside / test boat / test house / test waterfall / test mist / test serpent / test home" | |
| Test megatest1 with "test fire / test meal / test music / test underground / test crypt / test lair / test treasures / test armory / test boneyard / test outside / test boat" | |
| Part 4 - Hinting | |
| Hinting is an action out of world. Understand "hint" as hinting. | |
| Carry out hinting: | |
| if the score > 13: | |
| if the last snack is not nowhere: | |
| if the player is in the location of the last snack: | |
| say "Eat the snack."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the last snack; | |
| say "If you want me to pick, go [way]."; | |
| otherwise if the pale mead is not nowhere: | |
| if the player is in the location of the pale mead: | |
| say "Drink the mead."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the pale mead; | |
| say "If you want me to pick, go [way]."; | |
| otherwise: | |
| let way be the best route from the location of the player to Mother; | |
| say "Go [way]."; | |
| otherwise if the score is 13: | |
| if the player is not in the location of the serpent: | |
| let way be the best route from the location of the player to the location of the serpent; | |
| say "Go [way]."; | |
| otherwise: | |
| say "[one of]Have you talked to the serpent?[or]Ask the serpent about [CurrentTopic].[stopping]"; | |
| otherwise if the score is 12: | |
| if the player is not in mist: | |
| let way be the best route from the location of the player to Mist; | |
| say "Go [way]."; | |
| otherwise: | |
| say "Go north."; | |
| otherwise if the score is 11: | |
| if the boulders are not in Peak: | |
| if the player is not in the location of the boulders: | |
| let way be the best route from the location of the player to the location of the boulders; | |
| say "If you want me to pick, go [way]."; | |
| otherwise: | |
| say "Push the boulders."; | |
| otherwise: | |
| if Eastern Ledge is not FallRegion: | |
| if the player is in Eastern Ledge: | |
| say "Just wait."; | |
| otherwise: | |
| let way be the best route from the location of the player to Eastern Ledge; | |
| say "Go [way]."; | |
| otherwise: | |
| if the player is in Western Ledge: | |
| say "Just wait."; | |
| otherwise: | |
| let way be the best route from the location of the player to Western Ledge; | |
| say "Go [way]."; | |
| otherwise if the score is 10: | |
| if the fresh snack is not nowhere: | |
| if the player is not in the location of the fresh snack: | |
| let way be the best route from the location of the player to the location of the fresh snack; | |
| say "I smell something good; go [way]."; | |
| otherwise: | |
| say "Eat the snack."; | |
| otherwise: | |
| say "I'm not sure what you should do."; | |
| otherwise if the score is 9: | |
| if the player is not in BeachWaterRegion: | |
| let way be the best route from the location of the player to the location of the boat; | |
| say "If you want me to pick, go [way]."; | |
| otherwise if the shark is in the location of the player: | |
| say "Attack the shark until it leaves."; | |
| otherwise if the player is not in the boat: | |
| say "Get in the boat."; | |
| otherwise if the player is enclosed by Beach: | |
| say "Get out of the boat."; | |
| otherwise: | |
| let way be the best route from the location of the player to Beach; | |
| say "If you want me to pick, go [way]."; | |
| otherwise if the score is 8: | |
| if the number of obstructing things that are not nowhere is 0: | |
| say "I'm not really sure what you should do."; | |
| otherwise: | |
| if currentobstruct is carried by the player: | |
| if the player is in Cliff: | |
| say "[one of]You can throw it away here.[or]Throw [the currentobstruct].[stopping]"; | |
| otherwise: | |
| let way be the best route from the location of the player to Cliff; | |
| say "If you want me to pick, go [way]."; | |
| otherwise: | |
| if the player is in the location of currentobstruct: | |
| say "[one of]Get rid of [the currentobstruct].[or]Take [the currentobstruct].[stopping]"; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of currentobstruct; | |
| say "If you want me to pick, go [way]."; | |
| otherwise if the score > 4: | |
| if the number of messy things in Armory > 0: | |
| if the player is not in Armory: | |
| let way be the best route from the location of the player to Armory; | |
| say "If you want me to pick for you, go [way]."; | |
| otherwise: | |
| say "You should take care of [the random messy thing in the location of the player]."; | |
| otherwise if treasurescounter < 3: | |
| let currentTreasure be a random not replaced treasure; | |
| if currentTreasure is not carried by the player: | |
| if currenttreasure is in the location of the player: | |
| say "Take [the currenttreasure]."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of currenttreasure; | |
| say "If you want me to pick for you, go [way]."; | |
| otherwise: | |
| if the player is in treasureroom of currenttreasure: | |
| say "Drop [the currenttreasure]."; | |
| otherwise: | |
| let way be the best route from the location of the player to treasureroom of currenttreasure; | |
| say "If you want me to pick, go [way]."; | |
| otherwise if the dull crown is not nowhere: | |
| if the dull crown is not carried by the player: | |
| if the dull crown is not in the location of the player: | |
| let way be the best route from the location of the player to the location of the dull crown; | |
| say "If you want me to pick, go [way]."; | |
| otherwise: | |
| say "Take the crown."; | |
| otherwise: | |
| if the player is not in the hall of kings: | |
| let way be the best route from the location of the player to the hall of kings; | |
| say "If you want me to pick, go [way]."; | |
| otherwise: | |
| say "Put the crown on the king."; | |
| otherwise if the score is 4: | |
| if the shroud is not enclosed by the player: | |
| if the shroud is not enclosed by the location of the player: | |
| let way be the best route from the location of the player to the location of the shroud, using doors; | |
| say "You need the shroud to the [way]."; | |
| otherwise: | |
| say "Take the shroud."; | |
| otherwise if NamesDusty is 1: | |
| if the player is not enclosed by Inside-Burial-Mound: | |
| let way be the best route from the location of the player to Inside-Burial-Mound, using doors; | |
| say "You need to be in the burial mound, to the [way]."; | |
| otherwise: | |
| say "Clean the crypt."; | |
| otherwise if the wooden crypt is closed: | |
| if the player is enclosed by the wooden crypt: | |
| say "Go down."; | |
| otherwise: | |
| if the player is not enclosed by Inside-Burial-Mound: | |
| let way be the best route from the location of the player to Inside-Burial-Mound, using doors; | |
| say "You need to be in the burial mound, to the [way]."; | |
| otherwise: | |
| say "Open the crypt."; | |
| otherwise if the shroud is not worn by the player: | |
| say "Wear the shroud."; | |
| otherwise if the coin is not in the mouth: | |
| if the coin is nowhere: | |
| if the basket is not on the hook: | |
| if the basket is not carried by the player: | |
| if the basket is in the location of the player: | |
| say "Take the basket."; | |
| otherwise: | |
| say "You need"; | |
| let way be the best route from the location of the player to the location of the basket, using doors; | |
| say "You need the basket to the [way]."; | |
| otherwise: | |
| if the player is in the location of the hook: | |
| say "Put the basket on the hook."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the hook, using doors; | |
| say "You need to be at the hook to the [way]."; | |
| otherwise: | |
| if the shield is not carried by the player: | |
| if the shield is not enclosed by the location of the player: | |
| let way be the best route from the location of the player to the location of the shield, using doors; | |
| say "You need the shield, to the [way]."; | |
| otherwise: | |
| say "Take the shield."; | |
| otherwise: | |
| if the player is in the location of the hook: | |
| say "Put the shield in the basket."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the hook, using doors; | |
| say "You need to be at the hook to the [way]."; | |
| otherwise if the worn coin is not enclosed by the location of the player: | |
| let way be the best route from the location of the player to the location of the worn coin, using doors; | |
| say "You need the coin to the [way]."; | |
| otherwise: | |
| say "Eat the coin."; | |
| otherwise if NameOnCrypt is 0: | |
| if the chisel is not enclosed by the location of the player: | |
| let way be the best route from the location of the player to the location of the chisel, using doors; | |
| say "You need something to the [way]."; | |
| otherwise if the player is not enclosed by Inside-Burial-Mound: | |
| say "Take the chisel."; | |
| otherwise if the chisel is not enclosed by the player: | |
| say "Take the chisel."; | |
| otherwise: | |
| say "Cut the crypt."; | |
| otherwise if the player is not enclosed by Inside-Burial-Mound: | |
| let way be the best route from the location of the player to Inside-Burial-Mound, using doors; | |
| say "You path is to to the [way]."; | |
| otherwise: | |
| if the player is not enclosed by the crypt: | |
| say "Enter the crypt."; | |
| otherwise: | |
| say "Close the crypt."; | |
| otherwise if the score is 3: | |
| if the worn coin is enclosed by the player: | |
| if spear is not enclosed by the player: | |
| if spear is enclosed by the location of the player: | |
| say "Take the spear."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the spear; | |
| say "You need the spear, to the [way]."; | |
| otherwise: | |
| if the player is not in Limestone Cave: | |
| let way be the best route from the location of the player to the limestone cave; | |
| say "You need to go further, to the [way]."; | |
| otherwise: | |
| say "Attack the vines."; | |
| otherwise: | |
| if the worn coin is not nowhere: | |
| if the worn coin is enclosed by the location of the player: | |
| say "Take the coin."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the worn coin; | |
| say "You need the coin to the [way]."; | |
| otherwise: | |
| if the basket is on the hook: | |
| if the shield is not carried by the player: | |
| if the shield is in the location of the player: | |
| say "Take the shield."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the shield; | |
| say "You need the shield to the [way]."; | |
| otherwise: | |
| if the player is in the location of the hook: | |
| say "Put the shield in the basket."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the hook; | |
| say "The shield could weigh down the basket, to the [way]."; | |
| otherwise: | |
| if the basket is carried by the player: | |
| if the player is not in the location of the hook: | |
| let way be the best route from the location of the player to the location of the hook; | |
| say "I remember something that you need. Go [way]."; | |
| otherwise: | |
| say "Put the basket on the hook."; | |
| otherwise: | |
| if the basket is in the location of the player: | |
| say "Take the basket."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the basket; | |
| say "You need the basket, to the [way]."; | |
| otherwise if the score is 2: | |
| if the spear is not carried by the player: | |
| if the spear is not enclosed by the location of the player: | |
| let way be the best route from the location of the player to the location of the spear; | |
| say "[one of]You'd do well to arm yourself.[or]I left something for you to the [way].[stopping]"; | |
| otherwise: | |
| say "Take the spear."; | |
| otherwise if the shield is not carried by the player: | |
| if the shield is not enclosed by the location of the player: | |
| let way be the best route from the location of the player to the location of the shield; | |
| say "[one of]You'd do well to find defenses.[or]I left something for you to the [way].[stopping]"; | |
| otherwise: | |
| say "Take the shield."; | |
| otherwise if opponent is in Inside-Mead-Hall: | |
| if the player is not in Inside-Mead-Hall: | |
| let way be the best route from the location of the player to Inside-Mead-Hall; | |
| say "[one of]You must go to them.[or]Go [way].[stopping]"; | |
| otherwise: | |
| say "Attack him."; | |
| otherwise if the score is 1: | |
| if the meal is enclosed by the player: | |
| if the player is in Spring: | |
| say "Eat the meal."; | |
| otherwise if the player is in StandingStones: | |
| say "Eat the meal."; | |
| otherwise: | |
| say "You can eat safely [if the player is in Aftermath]far [end if]to the east."; | |
| otherwise if the basket is carried by the player: | |
| if the meal is enclosed by the location of the player: | |
| say "Take the meal."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the meal; | |
| say "[one of]You are hungry.[or]I know there is food to the [way].[stopping]"; | |
| otherwise: | |
| if the basket is enclosed by the location of the player: | |
| say "Take the basket."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the basket; | |
| say "[one of]You'll need some supplies.[or]I left a basket to the [way].[stopping]"; | |
| otherwise: | |
| if the campfire is not nowhere: | |
| if the player is in the location of the campfire: | |
| say "Sleep."; | |
| otherwise: | |
| let way be the best route from the location of the player to the campfire; | |
| say "[one of]You'll be safe by the fire.[or]The fire is to the [way].[stopping]"; | |
| otherwise if the firewood is carried by the player: | |
| if the flint is carried by the player: | |
| if the player is not in Lake: | |
| let way be the best route from the location of the player to Lake; | |
| say "[one of]You'll be safe by the lake.[or]Go [way].[stopping]"; | |
| otherwise: | |
| say "[one of]You should make a fire.[or]BURN FIREWOOD.[stopping]"; | |
| otherwise: | |
| if the flint is not enclosed by the location of the player: | |
| let way be the best route from the location of the player to the location of the flint; | |
| say "[one of]You need flint to make a fire.[or]Get the flint to the [way].[stopping]"; | |
| otherwise: | |
| say "Take the flint."; | |
| otherwise: | |
| if the axe is carried by the player: | |
| if the log is enclosed by the location of the player: | |
| say "Cut the log."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the log; | |
| say "If you want me to pick, go [way]."; | |
| otherwise: | |
| if the axe is enclosed by the location of the player: | |
| say "Take the axe."; | |
| otherwise: | |
| let way be the best route from the location of the player to the location of the axe; | |
| say "[one of]You need the axe.[or]The axe is to the [way].[stopping]"; |
Xet Storage Details
- Size:
- 68.4 kB
- Xet hash:
- 2e43b39f49264b1fdd93ad74540a63bb6ccdaeeaec2402aca6c71e402cdf07d5
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.