Updates to some room with ninja fights
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@ -1,4 +1,4 @@
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"Buttered Toast, the Great Dungeon Caper" by "William Moore".
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"Buttered Toast, a Dungeon of Random Happenings" by "William Moore".
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Chapter 0 - License and General Set Up
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Chapter 0 - License and General Set Up
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@ -14,6 +14,7 @@ Index map with EPS file.
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The story description is "An interactive fiction of capering around a mega structure with the hopes of finding true -- whatever. Collaborative input was provided by Kiel Moore.".
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The story description is "An interactive fiction of capering around a mega structure with the hopes of finding true -- whatever. Collaborative input was provided by Kiel Moore.".
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Release along with cover art, an introductory booklet, an introductory postcard, a website, an interpreter, a library card, a public solution, a file of "Map" called "Inform Map.eps", and the source text.
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Release along with cover art, an introductory booklet, an introductory postcard, a website, an interpreter, a library card, a public solution, a file of "Map" called "Inform Map.eps", and the source text.
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Include Basic Screen Effects by Emily Short.
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Include Basic Screen Effects by Emily Short.
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Include 1PD6 Buttered Toast Setting by William Moore.
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The block giving rule is not listed in the check giving it to rules.
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The block giving rule is not listed in the check giving it to rules.
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@ -32,6 +33,8 @@ Response
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"Drink Pepso! The only drink made with real pepsin!"
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"Drink Pepso! The only drink made with real pepsin!"
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"Billy Davis has recorded what he called his seminal blues album that strongly sounds like synth pop. When asked why it was, he remarked 'What the Hell is blues?' I think that sums up the album."
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"Billy Davis has recorded what he called his seminal blues album that strongly sounds like synth pop. When asked why it was, he remarked 'What the Hell is blues?' I think that sums up the album."
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"Billy Davis was recently interviewed about his latest film projects. Here it is![line break]Billy Davis: 'I want to make a movie about a farmer.'[line break] Interviewer: 'Okay?'[line break]Billy Davis: 'He is a young adult, maybe late teens. and he lives in the desert.'[line break]Interviewer: 'This sounds fam --'[line break]Billy Davis 'And his caretakers, who are his aunt and uncle, are killed. So he joins a smuggler, his buddy, and an old man to save a princess who is leading a rebel army against the evil empire.'[line break]Interviewer: 'That's [bold type]Star Wars[roman type].'[line break]Billy Davis: 'No! Hear me out. They travel through space to get her.'[line break]Interviewer: 'Yeah, Star Wars'[line break]Billy Davis: 'No! Anyways. She's being held on this space station that can blow up planets.'[line break]Interviewer: 'Ah, okay, that's Star Wars.'"
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"Billy Davis was recently interviewed about his latest film projects. Here it is![line break]Billy Davis: 'I want to make a movie about a farmer.'[line break] Interviewer: 'Okay?'[line break]Billy Davis: 'He is a young adult, maybe late teens. and he lives in the desert.'[line break]Interviewer: 'This sounds fam --'[line break]Billy Davis 'And his caretakers, who are his aunt and uncle, are killed. So he joins a smuggler, his buddy, and an old man to save a princess who is leading a rebel army against the evil empire.'[line break]Interviewer: 'That's [bold type]Star Wars[roman type].'[line break]Billy Davis: 'No! Hear me out. They travel through space to get her.'[line break]Interviewer: 'Yeah, Star Wars'[line break]Billy Davis: 'No! Anyways. She's being held on this space station that can blow up planets.'[line break]Interviewer: 'Ah, okay, that's Star Wars.'"
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"We asked Billy Davis which candidate he supports for president of the United States of America, we had a shocking interview.[line break]Billy Davis: 'I'm not sure what you mean?'[line break]Interviewer: 'The president -- everyone gets to choose that!'[line break]Billy Davis: 'Oh! A judge says I can't to that any more'[line break]Interviewer: 'You're a felon?'[line break]Billy Davis: 'Nope! Jaywalking, baby!'[line break]Interviewer: 'You can't lose your right to vote over that. Was it a judge who told you this?'[line break]Billy Davis: 'It most certainly was!'[paragraph break]It was at this point that he unsuccessfully tried to moonwalk out of the interview."
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"Interviewer: 'I hear you drink heavily'[line break]Billy Davis: 'Yeah, my mom gives me a juice pack every day.'"
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Table of Melkior Responses
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Table of Melkior Responses
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Response
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Response
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@ -115,6 +118,12 @@ command description
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"license" "Displays the license for this game."
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"license" "Displays the license for this game."
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"talk to" "You will talk to someone for once in your life."
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"talk to" "You will talk to someone for once in your life."
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Table of RPG Help Commands
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command description
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"rpg rules" "Displays the basic rules for the RPG element"
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"stats" "Display your stats"
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"buy (strength, defense, hp, or die)" "Purchase an attribute with experience points."
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Chapter 3 - Rooms and Doors
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Chapter 3 - Rooms and Doors
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Dungeon 1 Meet & Greet Room is a room. The description is "The meet and greet room has stone walls and granite floors and ceilings.".
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Dungeon 1 Meet & Greet Room is a room. The description is "The meet and greet room has stone walls and granite floors and ceilings.".
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@ -147,6 +156,8 @@ Door to Commerce Bank is a door. It is northwest of Kansas City Financial Distri
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Potato Trapdoor is a door. It is closed. It is openable. It is above the Potato Room and below Kansas City Missouri Financial District. The description is "The door is made of lacquered potatoes.".
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Potato Trapdoor is a door. It is closed. It is openable. It is above the Potato Room and below Kansas City Missouri Financial District. The description is "The door is made of lacquered potatoes.".
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Dungeon 2 Meet & Greet Room is a room. The description is "The meet and greet room is a white room with black curtains, but no windows.".
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Dungeon 2 Meet & Greet Room is a room. The description is "The meet and greet room is a white room with black curtains, but no windows.".
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Fight Room 1 is a room. The printed name is "Ninja Room". The description is "There is the slow, soft trickle of water coming from somewhere within the darkly lit room.[if unvisited] At that moment, a ninja, all dressed in black, pops out of nowhere wielding a menacing sword!".
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Martial Arts Door is a door. It is south of Dungeon 2 Meet & Greet Room and north of the Fight Room 1. It is closed and locked. The description is "The door is has a placard on it that says 'Martial Arts' in faux Japanese lettering.".
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Chapter 4 - Actors
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Chapter 4 - Actors
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@ -163,6 +174,11 @@ Corrupt Cop is a man. He is in Commerce Bank. The description is "He is a white
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Ken is a man. He is in Wedding Chapel. The description is "He is an average sized man wearing a tuxedo and looking very nervous.".
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Ken is a man. He is in Wedding Chapel. The description is "He is an average sized man wearing a tuxedo and looking very nervous.".
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Kent is a man. He is in Wedding Chapel. The description is "He is an short sized man wearing a tuxedo and looking very nervous.".
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Kent is a man. He is in Wedding Chapel. The description is "He is an short sized man wearing a tuxedo and looking very nervous.".
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Pastor is a man. He is in Wedding Chapel. The description is "The pastor is wearing the traditional robes of Methodists. He is a tall man.".
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Pastor is a man. He is in Wedding Chapel. The description is "The pastor is wearing the traditional robes of Methodists. He is a tall man.".
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Small Ninja is a person. They are in Fight Room 1. The strength of Small Ninja is 2. The defense of Small Ninja is 3. The health of Small Ninja is 6. The damage of Small Ninja is 2. The experience of Small Ninja is 100. The dice pool of Small Ninja is 1. The description is "Dressed in the finest black that the shadows allow one to be concealed in, the small-sized ninja is standing there with a sword in hand and appears to be looking for a fight.".
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Medium Ninja is a person. They are in Fight Room 1. The strength of Medium Ninja is 4. The defense of Medium Ninja is 6. The health of Medium Ninja is 12. The damage of Medium Ninja is 4. The experience of Medium Ninja is 100. The dice pool of Medium Ninja is 2. The description is "Dressed in the finest black that the shadows allow one to be concealed in, the medium-sized ninja is standing there with a sword in hand and appears to be looking for a fight.".
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Large Ninja is a person. They are in Fight Room 1. The strength of Large Ninja is 6. The defense of Large Ninja is 6. The health of Large Ninja is 18. The damage of Large Ninja is 6. The experience of Large Ninja is 100. The dice pool of Large Ninja is 3. The description is "Dressed in the finest black that the shadows allow one to be concealed in, the large-sized ninja is standing there with a sword in hand and appears to be looking for a fight.".
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Monster Ninja is a person. They are in Fight Room 1. The strength of Monster Ninja is 6. The defense of Monster Ninja is 6. The health of Monster Ninja is 18. The damage of Monster Ninja is 6. The experience of Monster Ninja is 100. The dice pool of Monster Ninja is 3. The description is "Dressed in the finest black that the shadows allow one to be concealed in, the monster-sized ninja is standing there with a sword in hand and appears to be looking for a fight.".
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Chapter 5 - Things
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Chapter 5 - Things
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@ -228,6 +244,9 @@ Carry out helping:
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say "You like help? Here we go![line break]";
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say "You like help? Here we go![line break]";
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say "[bold type]Basic Commands[roman type]:[line break]";
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say "[bold type]Basic Commands[roman type]:[line break]";
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repeat through Table of Basic Help Commands:
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repeat through Table of Basic Help Commands:
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say "[bold type][command entry][roman type]: [description entry][line break]";
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say "[line break][bold type]RPG Commands[roman type]:[line break]";
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repeat through Table of RPG Help Commands:
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say "[bold type][command entry][roman type]: [description entry][line break]".
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say "[bold type][command entry][roman type]: [description entry][line break]".
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Understand "talk to [something]" as talking. Talking is an action applying to one visible thing.
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Understand "talk to [something]" as talking. Talking is an action applying to one visible thing.
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@ -500,7 +519,7 @@ Carry out talking when the noun is Corrupt Cop and Act II Scene 1 is happening:
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Carry out talking when the noun is Bad Cop and Act II Scene 1 is happening:
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Carry out talking when the noun is Bad Cop and Act II Scene 1 is happening:
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say "Bad Cop is stamping his foot while scowling at you.".
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say "Bad Cop is stamping his foot while scowling at you.".
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Act II Scene 2 is a scene. Act II Scene 2 begins when Act II Scene 1 ends.
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Act II Scene 2 is a scene. Act II Scene 2 begins when Act II Scene 1 ends. Act II Scene 2 ends when location of Small Ninja is nowhere and location of Medium Ninja is nowhere and location of Large Ninja is nowhere and location of Monster Ninja is nowhere.
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When Act II Scene 2 begins:
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When Act II Scene 2 begins:
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now TV is in Dungeon 2 Meet & Greet Room;
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now TV is in Dungeon 2 Meet & Greet Room;
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@ -508,4 +527,11 @@ When Act II Scene 2 begins:
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move the player to Dungeon 2 Meet & Greet Room.
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move the player to Dungeon 2 Meet & Greet Room.
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Carry out talking when the noun is Mr Linendot and Act II Scene 2 is happening:
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Carry out talking when the noun is Mr Linendot and Act II Scene 2 is happening:
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say "Mr. Linendot smiles vapidly and says 'So! You want martial arts training? What better place than this dungeon. It'll give you a robust work out. Did I say robust? I meant 'funky'!'".
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say "Mr. Linendot smiles vapidly and says 'So! You want martial arts training? What better place than this dungeon. It'll give you a robust work out. Did I say robust? I meant 'funky'! Go on through that door to begin your trial and tribulations.'";
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say "(The sound of a door unlocking is heard.)";
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now Fighting Allowed is true;
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now Martial Arts Door is unlocked.
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When Act II Scene 2 ends:
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now the damage of the player is 0;
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say "(You suddenly feel refreshed.)".
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@ -429,6 +429,14 @@ currentlinewidth % Push old line width onto stack
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setlinewidth % Pull old line width from stack
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setlinewidth % Pull old line width from stack
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currentlinewidth % Push old line width onto stack
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currentlinewidth % Push old line width onto stack
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1 setlinewidth
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1 setlinewidth
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0 0 0 setrgbcolor % From HTML colour 000000
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480 126 moveto % start of Bezier curve
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480 54 480 126 480 54 curveto % control points 1, 2 and end
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stroke
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setlinewidth % Pull old line width from stack
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currentlinewidth % Push old line width onto stack
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1 setlinewidth
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0 0 0 setrgbcolor % From HTML colour 000000
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setlinewidth % Pull old line width from stack
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setlinewidth % Pull old line width from stack
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newpath % Room interior
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newpath % Room interior
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0.827451 0.827451 0.827451 setrgbcolor % From HTML colour D3D3D3
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0.827451 0.827451 0.827451 setrgbcolor % From HTML colour D3D3D3
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@ -822,6 +830,32 @@ dup stringwidth add 2 div 120 exch sub % = X centre-offset
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moveto show
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moveto show
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newpath % Room interior
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newpath % Room interior
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0.827451 0.827451 0.827451 setrgbcolor % From HTML colour D3D3D3
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0.827451 0.827451 0.827451 setrgbcolor % From HTML colour D3D3D3
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462 108 moveto % bottom left corner
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498 108 lineto % bottom side
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498 144 lineto % right side
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462 144 lineto % top side
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closepath
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fill
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currentlinewidth % Push old line width onto stack
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1 setlinewidth
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newpath % Room outline
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0 0 0 setrgbcolor % From HTML colour 000000
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462 108 moveto % bottom left corner
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498 108 lineto % bottom side
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498 144 lineto % right side
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462 144 lineto % top side
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closepath
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stroke
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setlinewidth % Pull old line width from stack
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0 0 0 setrgbcolor % From HTML colour 000000
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/Helvetica findfont 12 scalefont setfont
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newpath (D2MGR)
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dup stringwidth add 2 div 480 exch sub % = X centre-offset
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126 12 2 div sub % = Y centre-offset
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moveto show
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newpath % Room interior
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0.827451 0.827451 0.827451 setrgbcolor % From HTML colour D3D3D3
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462 36 moveto % bottom left corner
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462 36 moveto % bottom left corner
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498 36 lineto % bottom side
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498 36 lineto % bottom side
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498 72 lineto % right side
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498 72 lineto % right side
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@ -842,7 +876,7 @@ stroke
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setlinewidth % Pull old line width from stack
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setlinewidth % Pull old line width from stack
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0 0 0 setrgbcolor % From HTML colour 000000
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0 0 0 setrgbcolor % From HTML colour 000000
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/Helvetica findfont 12 scalefont setfont
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/Helvetica findfont 12 scalefont setfont
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newpath (D2MGR)
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newpath (FghR1)
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dup stringwidth add 2 div 480 exch sub % = X centre-offset
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dup stringwidth add 2 div 480 exch sub % = X centre-offset
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54 12 2 div sub % = Y centre-offset
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54 12 2 div sub % = Y centre-offset
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moveto show
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moveto show
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