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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Preamble
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How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
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<one line to give the program's name and a brief idea of what it does.>
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This program is free software: you can redistribute it and/or modify
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This program is distributed in the hope that it will be useful,
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Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
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<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
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You should also get your employer (if you work as a programmer) or school,
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For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
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may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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SRCDIR := .
include Targets
all: $(TARGETS)
$(TARGETS): %.inform
$(eval PROJDIR := $(SRCDIR)/$@.inform)
$(eval SRCS := $(wildcard $(PROJDIR)/Source/*.ni))
$(eval I6S := $(patsubst %.ni,%.i6,$(SRCS)))
$(INFORM7) -project "$(PROJDIR)" $(ARGS)
$(INFORM6) -E2w~S~DG $(PROJDIR)/Build/auto.inf $(PROJDIR)/Build/output.ulx
$(INBLORB) $(PROJDIR)/Release.blurb $(SRCDIR)/$@.gblorb
$(IF)/web.sh $@
%.inform:
echo $@
clean_inform:
echo $(SRCDIR)/$(TARGET_NAME)/Build
web:
$(foreach TARGET_NAME, $(TARGETS), - python3 $(IF)/blorbtool.py $(TARGET_NAME).gblorb giload $(TARGET_NAME).materials/Release/interpreter interpreter && echo `pwd` && cp $(TARGET_NAME).gblorb "$(TARGET_NAME).materials/Release/`cat $(TARGET_NAME).inform/Release.blurb | grep -Eo -m1 '([^\"]+\.gblorb)' | sed -e 's/\( \)/\\ /g'`" )
clean:
$(foreach TARGET_NAME, $(TARGETS), - rm -rf $(SRCDIR)/$(TARGET_NAME).inform/Build - rm -rf $(SRCDIR)/$(TARGET_NAME).materials/Release $(SRCDIR)/$(TARGET_NAME).inform/Index $(SRCDIR)/$(TARGET_NAME).inform/*.plist $(SRCDIR)/$(TARGET_NAME).inform/*.iFiction $(SRCDIR)/$(TARGET_NAME).inform/*.blurb )
- rm *.gblorb

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# Murders of the KC Morgue
This is the Inform 7 source for the interactive fiction also called Murders of the KC Morgue that is a tale of mysterious murders of African-American teens in the KC area.

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TARGETS := bloodreigns

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"Blood Reigns" by "William Moore".
Chapter 0 - License and General Set Up
[ Copyright (C) 2022 William R. Moore <william@nerderium.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, version 3 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>. ]
The release number is 1.
The story description is "The seeds of racism are everywhere. Can you uncover some?".
The story headline is "An interactive fiction officially sponsored by Pepso".
Release along with cover art, an interpreter, library card, and the source text.
Include Basic Screen Effects by Emily Short.
Include Buttered Toast Rules by William Moore.
Include Buttered Toast KC Map by William Moore.
Include 1PD6 Blood Reigns Setting by William Moore.
Asking someone about something is speech. Telling someone about something is speech. Answering someone that something is speech. Asking someone for something is speech.
Looking is look.
The block giving rule is not listed in the check giving it to rules.
Crime solved is a truth state that varies.
Second murder is a truth state that varies.
Officer Arnold has a truth state called chatted up.
The strength of Officer Arnold is 4. The defense of Officer Arnold is 4. The health of Officer Arnold is 25. The dice pool of Officer Arnold is 3.
Chapter 1 - Setting Up the Figures
Figure of Police Clerk is the file "clerk.jpg".
Figure of Melkior is the file "melkior.jpg".
Figure of Buckethead is the file "buckethead.jpg".
Figure of Sanctuary Lower Floor West is the file "sanct-west-lower.jpg".
Figure of Sanctuary Lower Floor Southwest is the file "sanct-sw-lower.jpg".
Figure of Sanctuary Lower Floor Southeast is the file "sanct-se-lower.jpg".
Figure of Sanctuary Lower Floor Northwest is the file "sanct-nw-lower.jpg".
Figure of Sanctuary Lower Floor Northeast is the file "sanct-ne-lower.jpg".
Figure of Sanctuary Lower Floor East is the file "sanct-east-lower.jpg".
Figure of Sanctuary Upper Floor East is the file "sanct-east-upper.jpg".
Figure of Sanctuary Upper Floor West is the file "sanct-west-upper.jpg".
Figure of Stage is the file "stage.jpg".
Figure of Baptismal Font is the file "font.jpg".
Figure of Stained Glass Window is the file "stained-glass-window.jpg".
Figure of Stone Water Feature of Narthex West is the file "font-narthex-west.jpg".
Figure of Stone Water Feature of Narthex Center is the file "font-narthex-center.jpg".
Figure of Stone Water Feature of Narthex East is the file "font-narthex-east.jpg".
Figure of Narthex Northeast is the file "narthex-ne.jpg".
Figure of Narthex Northwest is the file "narthex-nw.jpg".
Figure of Narthex East is the file "narthex-east.jpg".
Figure of Narthex West is the file "narthex-west.jpg".
Figure of Narthex Center is the file "narthex-center.jpg".
Figure of Sanctuary Northwest Corridor is the file "sanct-nw-corr.jpg".
Figure of Sanctuary West Corridor is the file "sanct-west-corr.jpg".
Figure of Sanctuary Center Corridor is the file "sanct-center-corr.jpg".
Figure of Sanctuary East Corridor is the file "sanct-east-corr.jpg".
Figure of Sanctuary Northeast Corridor is the file "sanct-ne-corr.jpg".
Figure of Altar Table is the file "altar-table.jpg".
Figure of Elmo & Gandalf is the file "elmo_gandalf_game.jpg".
Figure of Arthur Bryant's is the file "arthur_bryants.jpg".
Figure of Me is the file "me.jpg".
Figure of BBQ is the file "bbq.jpg".
Figure of 1 of a Kind is the file "1ofakind.jpg".
Figure of Liberty Memorial is the file "liberty_memorial.jpg".
Chapter 2 - Setting Up the Tables
Table of Melkior Responses
Response
"Melkior says 'You will kneel before me and Lord Death!'"
"Melkior says 'Would you like to try some of this black ichor?'"
"Melkior says 'I cannot believe that I was defeated by a dwarf and a multi-armed human.'"
"Melkior says 'Lord Death, save me!'"
"Melkior says 'Ailusherai! I will find you!'"
Table of Hank the Wino King Rants
Rant
"Hank the Wino King frowns. 'The rich oppress things.'"
"Hank the Wino King says 'The rich subjugate things. Look no further than Christianity!'"
"Hank the Wino King exclaims 'One of these days people will rise up in droves against the wealthy.'"
"Hank the Wino King furrows his brow, the deep lines showing his age, and says 'They say 'eat the rich' when I say 'let's just take their cash from them and run'.'"
"Hank the Wino King whistfully smiles and says 'Some churches do a good job for the community like Church of the Resurrection. I really wish I had an awesome ring to rub to take me there at this moment!'"
Table of Mr Linendot Sayings
Saying
"Mr Linendot smiles and says 'Hi, kids! I'm Mr. Linendot the officially unofficial spokesperson of Pepso: the only drink made with real pepsin!'"
"Mr Linendot offers you an unmarked can and shouts 'Hi, kids! I'm Mr. Linendot! Try the new 'refreshing' flavor of Pepso: 'vanilla'!'"
"Mr Linendot frowns and says 'I'm legally required to use air quotes so as not to be sued by Pepso...again..."
"Mr Linendot says 'Hi, kids! I'm Mr. Linendot here to tell you about the delicious beverage Pepso. The only drink made with real pepsin and now comes in a new refreshing flavor of 'vanilla'. And remember kids, I can no longer say they are the official sponsor of the show as that has never been the case.' He drinks a Pepso 'And here comes my lunch...'"
Table of Zingo Responses
Response
"When in doubt, crap it out!"
"If you don't follow me towards the path of paradise, I will eat a chicken salad sandwich."
"Once bitten, thrice found out."
"Leading a horse to water can make you late to dinner and we don't want that, now do we?"
"Without a proper cleansing, the impure will continue to walk the earth."
"One is not truly clean until they are Zest-fully clean."
"Kirk? Kirk!? Kirk, can you hear me?"
Table of Television Responses
Response
"Where's Waldo? He's 5 foot 10 inches with a red and white striped shirt, red and white striped hat, propensity to hide. Please, let us know. His family misses him."
"Corey Corem has put out his latest album containing all new classics. You can find 'It's a Plea Bargain, Baby!' is available on all your favorite streaming platforms and local stores."
"And that, folks, was the latest trailer for 'Hands Off My Burrito!', the lastest film in the Billy Davis Cinematic Universe. Well, it was exactly what I expected. Let's just say!"
"The ex-wife of Firenze Prumt was found dead today in an apparent suicide while falling down the stairs. This comes days after said she has dirt on his activities many have claimed are illegal in nature."
"Enjoy the newest, hippest, greatest chip in town: Mumford Chips. Mumford Chips: the chips that make you...gruuuuuuunt! Made by S.C. Johnson Wax."
"Drink Pepso! The only drink made with real pepsin!"
Table of Help Commands
command description
"north" "Move north"
"south" "Move south"
"east" "Move east"
"west" "Move west"
"northeast" "Move northeast"
"northwest" "Move northwest"
"southeast" "Move southeast"
"southwest" "Move southwest"
"up" "Move up"
"down" "Move down"
"look" "Looks around at current location"
"save" "Save state to a file"
"restore" "Restores a saved state"
"restart" "Restarts the game"
"verbose" "Gives full description after each command"
"score" "Displays score and ranking"
"diagnostic" "Give description of health"
"brief" "Give a description upon first entering an area"
"superbrief" "Never describe an area"
"quit" "Quit game"
"climb" "Climbs (up)"
"g" "Redo last command"
"go (direction)" "Go towards direction (west/east/north/south/in/out/into)"
"enter" "In to the place"
"in" "Go into something"
"out" "Go out of the place"
"hi/hello" "Say hello"
"get/take (item)" "Removes item from current room and places it in your inventory"
"get/take all" "Takes all takeable objects in room"
"throw (item) at (location)" "Throws the item at something"
"open (container)" "Opens the container, whether it is in the room or your inventory"
"open (exit)" "Opens the exit for travel"
"read (item)" "Reads what is written on readable item"
"drop (item)" "Removes item from inventory and places it in current room"
"put (item) in (container)" "Removes item from inventory and places it in container"
"turn (control) with (item)" "Attempts to operate the control with the item"
"turn on (item)" "Turns on the item"
"turn off (item)" "Turns the item off"
"move (object)" "Moves a large object that cannot be picked up"
"attack (creature) with (item)" "Attacks creature with the item"
"examine (object)" "Examines, or looks, at an object or item or location"
"inventory" "Shows contents of the inventory"
"eat" "Eats item (specifically food)"
"shout" "Shout it out (shout it out loud)"
"close (Door)" "Closes door"
"tie (item) to (object)" "Ties item to object"
"pick (item)" "Take/get item"
"kill self with (weapon)" "Humorously commits suicide"
"break (item) with (item)" "Breaks item"
"kill (creature) with (item)" "Attacks creature with the item"
"drink" "Drink an item"
"smell" "Smell an item"
"cut (object/item) with (weapon)" "Comment: Strange concept, cutting the (object/item). If (object/item)=self then you commit suicide"
"listen (target)" "Listens to a creature or an item"
"slap (target)" "Slap the target viciously."
"poke (target)" "Poke a target."
"stat" "Display your stats"
"buy (strength, defense, hp, or die)" "Purchase an attribute with experience points."
"accuse (target)" "accuse the target of murder"
Chapter 3 - Setting Up Non-Standard Rooms and Doors
Chapter 4 - Setting Up Actors
Amelia is a person. They are in Arthur Bryant's. The description of Amelia is "Amelia is a slender woman wearing ruined aviator clothes. She has sandy blonde hair. She is totally drunk and appears to almost always be that way.".
Darcon is a person. They are in Arthur Bryant's. The description is "He looks like a typical cook wearing a black shirt and pants.".
Buckethead is a person. The description is "That's right. THE Buckethead! He appears to be staring at his chickens, which are aimlessly pecking at and scratching the floor.".
Mr Linendot is a person. They are in UMKC. The description is "He has lines for limbs and dots for joints. His perfectly circular head only has dots for eyes and a line for a mouth.".
Melkior is a person. They are in Broadway & 47th. The description is "He is an Eldarim turned undead after pledging his life to Death himself. He is currently held together it would seem by just simple rags. There are severely damaged parts on his body from previous battles.".
Hank the Wino King is a person. The strength of Hank the Wino King is 0. The defense of Hank the Wino King is 1. The health of Hank the Wino King is 6. The dice pool of Hank the Wino King is 1. They are in Central & 4th. The description is "A dishevelled man stands before you with long, matted, brown hair. The odor that eminates from them is an assault on the senses. Their long coat is greasy and grimey."
Moonchild is a person. They are in Crown Center. The description is "The Moonchild is a man dressed in early Renaissance-style clothing and speaks with an authentic English accent."
Elmo is a person. They are in Resurrection Leawood Sanctuary Lower Floor Northwest Corridor. The description is "Elmo is a furry red muppet that has a high pitched voice, refers to himself in the third person, and loves to smile and dance and play."
Gandalf the Grey is a person. They are in Resurrection Leawood Sanctuary Lower Floor Northwest Corridor. The description is "Gandalf is a tall wizard with grey hair, long beard, grey robes, and a wide-brimmed hat. He is often seen smoking from an ornate long pipe."
Police Clerk is a person. They are in Kansas City Police HQ. The description is "She's a generic looking police officer that is in charge of handling police evidence.".
Officer Arnold is a person. The strength of Officer Arnold is 4. The defense of Officer Arnold is 4. The health of Officer Arnold is 25. The dice pool of Officer Arnold is 3. The description is "He's a generic-looking white police officer with a crew cut so sharp you can slice bread with it.".
Zingo the Makeupless Clown is a person. They are in Ewing & Muriel Kaufman Memorial Garden. The printed name is "Zingo, the Makeup-less Clown". The description is "Zingo, the Makeup-less Clown has no make up on. He has a black eye from a prior altercation. His face is covered in grime. He wears a raggedy, fitted, red shirt. He wears sweatpants that are dirty with torn out pockets and holes in semi-random places. On his right wrist is a smart watch despite no apparent accompanied smart phone. On one foot is a dirty, old sneaker. On the other is a smelly sock and a grody sandal. He smells vaguely like cat litter."
Zongi the Clown is a person. The printed name is "Zongi, the Clown". They are in Ewing & Muriel Kaufman Memorial Garden. The description is "This Gacy-esque clown is doing clown things.".
Colonel Barleyton is a person. The description is "A black haired, bearded man known for being many things, one of which was on some space show in the 80s.".
Chapter 5 - Setting Up Things
[ Key Things ]
The ring of awesomeness is a thing. It is wearable. The description is "An awesome-looking ring that fits your finger perfectly.".
The detective's badge is a thing. It is wearable. The description is "A golden-colored, metallic detective's badge.".
BBQ Burnt Ends is a thing. It is edible. The description is "The BBQ burnt ends are a Kansas City specialty. They look so good and that they should be eaten before getting too cold.".
BBQ Stained Napkin is a thing. The description is "A memorial of the delicious burnt ends from Arthur Bryant's.".
Crime Scene Photos is a thing. The description is "These are photos of the murdered teenager taken at the scene of the crime in Grove Park.".
ye flask is a thing. It is in City Hall. The description is "It is a flask containing some unknown liquid."
Balloon Dog is a thing. The description is "This green dog-shaped balloon animal was masterfully crafted by Zongi, the Clown.".
TV is a thing. The TV is in Bartle Hall. The description is "The flat screen 8K OLED TV has a black trim.".
[ Other Things ]
Can of Vanilla Pepso is a thing. The description is "A can of 'delicious', 'refreshing', 'vanilla' Pepso, the only flavored cola made with real pepsin.".
ye flask is a thing. The description is "It is a flask containing some unknown liquid.".
Chapter 6 - Setting Up the Actions
Understand "help" as helping. Helping is an action applying to nothing.
Carry out helping:
say "You like help? Here we go!:[paragraph break]";
repeat through Table of Help Commands:
say "[bold type][command entry][roman type]: [description entry][line break]".
After speech when noun is Melkior:
let rr be a random number from 1 to number of rows in Table of Melkior Responses;
say "[Response in row rr of Table of Melkior Responses]".
After speech when noun is Hank the Wino King:
let rr be a random number from 1 to number of rows in Table of Hank the Wino King Rants;
say "[Rant in row rr of Table of Hank the Wino King Rants]".
After speech when noun is Mr Linendot:
let rr be a random number from 1 to number of rows in Table of Mr Linendot Sayings;
say "[Saying in row rr of Table of Mr Linendot Sayings]";
if player is not carrying Can of Vanilla Pepso:
say "[paragraph break]Mr Linendot says 'Have this can of 'vanilla' pepso on the house!'";
move can of vanilla pepso to location of the player;
silently try taking the can of vanilla pepso.
After rubbing when noun is ring of awesomeness and crime solved is true:
say "[bold type]You feel a warmth about you. Suddenly, everthing fades to black. Upon waking up you look around...";
move the player to Resurrection Leawood Narthex Center.
After rubbing when noun is ring of awesomeness and crime solved is false:
say "A disembodied voice says 'AWESOOOME!'".
[ For displaying figures ]
After looking in Arthur Bryant's:
display the Figure of Arthur Bryant's.
After looking in Resurrection Leawood Sanctuary Lower Floor Southwest:
display the Figure of Sanctuary Lower Floor Southwest.
After looking in Resurrection Leawood Sanctuary Lower Floor Southeast:
display the Figure of Sanctuary Lower Floor Southeast.
After looking in Resurrection Leawood Sanctuary Lower Floor West:
display the Figure of Sanctuary Lower Floor West.
After looking in Resurrection Leawood Sanctuary Lower Floor East:
display the Figure of Sanctuary Lower Floor East.
After looking in Resurrection Leawood Sanctuary Lower Floor Northwest:
display the Figure of Sanctuary Lower Floor Northwest.
After looking in Resurrection Leawood Sanctuary Lower Floor Northeast:
display the Figure of Sanctuary Lower Floor Northeast.
After looking in Resurrection Leawood Sanctuary Upper Floor West:
display the Figure of Sanctuary Upper Floor West.
After looking in Resurrection Leawood Sanctuary Upper Floor East:
display the Figure of Sanctuary Upper Floor East.
After looking in Resurrection Leawood Sanctuary Northwest Corridor:
display the Figure of Sanctuary Northwest Corridor.
After looking in Resurrection Leawood Sanctuary West Corridor:
display the Figure of Sanctuary West Corridor.
After looking in Resurrection Leawood Sanctuary Center Corridor:
display the Figure of Sanctuary Center Corridor.
After looking in Resurrection Leawood Sanctuary East Corridor:
display the Figure of Sanctuary East Corridor.
After looking in Resurrection Leawood Sanctuary Northeast Corridor:
display the Figure of Sanctuary Northeast Corridor.
After looking in Resurrection Leawood Stage:
display the Figure of Stage.
After looking in Resurrection Leawood Stained Glass Window:
display the Figure of Stained Glass Window.
After looking in Resurrection Leawood Narthex Center:
display the Figure of Narthex Center.
After looking in Resurrection Leawood Narthex West:
display the Figure of Narthex West.
After looking in Resurrection Leawood Narthex East:
display the Figure of Narthex East.
After looking in Resurrection Leawood Narthex Northwest:
display the Figure of Narthex Northwest.
After looking in Resurrection Leawood Narthex Northeast:
display the Figure of Narthex Northeast.
After looking in 1 of a Kind:
display the Figure of 1 of a Kind.
After looking in Penn Valley Park:
display the Figure of Liberty Memorial.
After examining the Resurrection Leawood Baptismal Font:
display the Figure of Baptismal Font.
After examining the Resurrection Leawood Stone Water Feature of Narthex West:
display the Figure of Stone Water Feature of Narthex West.
After examining the Resurrection Leawood Stone Water Feature of Narthex Center:
display the Figure of Stone Water Feature of Narthex Center.
After examining the Resurrection Leawood Stone Water Feature of Narthex East:
display the Figure of Stone Water Feature of Narthex East.
After examining Resurrection Leawood Altar Table:
display the Figure of Altar Table.
After examining Melkior:
display the Figure of Melkior.
After examining Buckethead:
display the Figure of Buckethead.
After examining Elmo:
display the Figure of Elmo & Gandalf;
say "[Elmo] and [Gandalf the Grey] are playing a game.".
After examining TV:
let rr be a random number from 1 to number of rows in Table of Television Responses;
say "The TV says '[Response in row rr of Table of Television Responses]'".
After examining the player:
display the Figure of Me.
After examining Police Clerk:
display the Figure of Police Clerk.
After examining Burnt Ends BBQ:
display the Figure of BBQ.
After examining Gandalf the Grey:
display the Figure of Elmo & Gandalf;
say "[Elmo] and [Gandalf the Grey] are playing a game.".
Instead of taking while the noun is ye flask:
say "You can't get ye flask.".
After speech when the noun is Zingo the Makeupless Clown:
let rr be a random number from 1 to number of rows in Table of Zingo Responses;
say "Zingo looks at his watch and says '[Response in row rr of Table of Zingo Responses]'".
Chapter 7 - The Game
[ Act I ]
Act I is a scene. Act I begins when play begins. Act I ends when the player has Crime Scene Photos.
When Act I begins:
move the ring of awesomeness to the location of the player;
try silently taking ring of awesomeness;
now the player is wearing ring of awesomeness;
move the detective's badge to the location of the player;
try silently taking detective's badge;
now the player is wearing detective's badge;
say "Seek out the root cause of a murder, detective. This uses the 1PD6 RPG system, so build up your stats to fend off the assaults of racism. Maybe give yourself a good look and don't forget to have some fun along the way, or you'll go mad.[paragraph break]The best hints I can give for navigation is check out a recent map of Kansas City, MO. and remember to order BBQ and eat it.'";
move the player to Arthur Bryant's;
pause the game;
say "Everyone looks up as you enter and smiles. You hear rounds of 'Hello!' and 'How are you today, detective?'[paragraph break]Inside the food prep area, and behind the first window, Darcon eyes you suspiciously while slowly chewing on something in his mouth that is likely his tongue.";
say "Everyone immediately starts simultaneously asking for help with their mysteries. A man walks up to you and says 'I'll bet you one burnt ends plate that you can't guess where my wife is off to.'[paragraph break]You think for a moment and say 'She's off with your brother again and headed to New York. This time, it's unlikely you'll ever see her again. Now, then. Where's my BBQ?'";
say "[paragraph break]Everyone in the restaurant 'ooo's' at what you said.";
say "[paragraph break]Darcon looks you up and down, frowns, and says 'You seem to have a distinct lack of burnt ends in your possession. Here, have some...for a price!'";
move BBQ Burnt Ends to the location of the player;
say "Darcon hands you the delicious looking BBQ, the man who lost his wife pays for it at the counter, and take a seat at one of the tables. Several people try to strike up a conversation with you.";
silently try taking BBQ Burnt Ends;
pause the game.
After eating BBQ Burnt Ends:
say "While you eat, your police radio crackles and the voice on the other end says 'We have a murdered teenager in the Grove Park, east of Arthur Bryant's, in the 18th & Vine district.'";
say "You sigh because that's near you and respond with an affirmative. You think to yourself that this is going to be a difficult day despite the delicious food.";
move BBQ Stained Napkin to the location of the player;
try silently taking BBQ Stained Napkin.
Every turn while Act I is happening:
if the location of the player is Grove Park and the player has BBQ Stained Napkin:
say "Police are everywhere. Witnesses are in the process of being interrogated. As you walk closer to where a cluster of police and detectives are, you see it: the body of an African-American teenage boy covered in blood. He appears to have been shot several times. After a quick debriefing by the other detectives, you're tasked with taking the photos downtown to the Kansas City Police HQ for further investigation.";
say "[paragraph break]You can find it easily by heading west to Arthur Bryant's, then northwest to '1 of a Kind', and enter the overworld. From there, head west and enter downtown and it should be somewhere in the northeast. Hey! Why am I telling you this? You [bold type]know this[roman type] by now.";
move Crime Scene Photos to the location of the player;
silently try taking Crime Scene Photos.
[Act II]
Act II Scene 1 is a scene. Act II Scene 1 begins when Act I ends. Act II Scene 1 ends when Police Clerk has Crime Scene Photos.
To decide whether Crime Scene Photos interests Police Clerk:
if Police Clerk has Crime Scene Photos, no;
yes.
After giving Crime Scene Photos to Police Clerk:
say "The clerk looks at the photos while putting them into an evidence bag. She says 'Oh my! These are horrible and someone so young! Well, here is something to sign.'";
say "You fill the forms out in triplicate that transfer the evidence over to the clerk.";
say "As you're about to leave the clerk clears her throat and says 'Honey, this is going to be a tough one to crack. Let's just say someone important's brother probably did this.'";
say "You say 'Oooookay!?'";
say "The clerk smiles and points toward the west. She says 'You're wanted at City Hall. I hear you have a partner now! Go say 'hi' to them.'";
say "'Oh great! Who now?', you think.";
move Officer Arnold to City Hall.
Act II Scene 2 is a scene. Act II Scene 2 begins when Act II Scene 1 ends. Act II Scene 2 ends when the player has Balloon Dog.
After speech when the noun is Officer Arnold and the chatted up of Officer Arnold is false:
now the chatted up of Officer Arnold is true;
say "Officer Arnold scowls and looks you up and down. He says 'So, I deal with one of [bold type]you[roman type]?'";
say "You smile politely and say 'What ever could you mean by such toxic words you short, pasty man? We have a crime to solve. The soonest we get that resoled, the soonest we can move on to our normal lives. Agreed? Good!'";
say "Officer Arnold mutters something under his breath and then says 'Okay. Let's just get to the Plaza area and see what we can find out about this murder. If you don't know where that is, go west, south, and south again, enter the street, and go south until you reach it.'".
After speech when the noun is Zongi the Clown:
if Act II Scene 2 is happening:
say "Zongi looks you up and down. She says 'Oh...one of your kind. Look. I know nothing about the murder other than try to find a Biker Gang.'";
say "Zongi picks up a long, green deflated balloon, inflates it and fashions it into the shape of a dog. She says 'Here! Have this. Maybe it'll help you find your true way out of here.'";
move Balloon Dog to the location of the player;
otherwise:
say "Zongi looks at you and says 'Wouldn't it be nice if things were a tad bit different?'[paragraph break]You reply with 'Yes. I couldn't agree more. People need to just love one another and respect their humanity.'".
Before going to a room (called new room) while new room is City Hall:
say "Outside City Hall, there are at least twenty white protestors raging. Their chant? 'You will not replace us!' and other similar slogans.".
Before going to a room (called new room) while the chatted up of Officer Arnold is true:
move Officer Arnold to new room.
Act II Scene 3 is a scene. Act II Scene 3 begins when Act II Scene 2 ends. Act II Scene 3 ends when Second murder is true.
When Act II Scene 3 begins:
move the player to Kansas City Police HQ;
say "Arnold paces around and shouts 'This is already starting out bad. We are being told off by a Gacy-esque clown who tells us random biker gangs did it!'";
say "[paragraph break]You say 'No, she said to ask a biker gang about it. But where do we know biker gangs hang out?'";
say "[paragraph break]Arnold stops pacing and taps the floor. After a brief pause, he says 'Paola?'";
say "[paragraph break]You frown and say 'C'mon, man! I'm not driving all that way for a hunch. Think harder! What do we have going on in town?'";
say "[paragraph break]At the same time you both shout 'Planet Comicon!'. As both you and Officer Arnold leave, you say 'Let's go to far west to Bartle Hall and check it out. This investigative stuff really should be done by the detectives, you know!'";
move Colonel Barleyton to Bartle Hall.
After speech when the noun is Colonel Barleyton and Act II Scene 3 is happening:
say "Officer Arnold sternly looks at Colonel Barleyton and proclaims 'Alright, buddy! I see the beard and the tattoos. You're clearly a biker. What do you know about the murder of a black boy in 18th & Vine?'";
say "[line break]Colonel Barleyton throws an icy glare and says 'The acceptable term is African-American and I am no biker, although there is nothing wrong with that lifestyle. I wish, I could honestly help you out.'";
say "[line break]You smile, offer your card, and say 'Thank you, sir! If you could, could you keep an eye out for any information on this while you're town. Seriously, enjoy the convention while here.'";
say "[line break]Colonel Barleyton takes the offered card and says 'Sure thing, officer! It's a shame that some people here have such attitudes as this one, and that you get to deal with it, given recent Kansas City history.'";
now Second murder is true.
Act II Scene 4 is a scene. Act II Scene 4 begins when Act II Scene 3 ends.
When Act II Scene 4 begins:
say "You head home and uncomfortably sleep. You have a detective's intuition that this isn't over. The next day, you find out it is true when you hear word that another African-American teen was murdered.";
say "[paragraph break]You decide it's time to speak to the Wino King in Penn Valley Park. He seems to always know the whereabouts of things, anyways.";
move Hank the Wino King to Penn Valley Park;
move the player to Penn Valley Park;
pause the game.
Instead of speech when the noun is Hank the Wino King and Act II Scene 4 is happening:
say "Hank suspiciously looks at you and says 'So. You've come to the King of the Winos to find out who your murderer is. I may know a few intimate details, but I'm afraid it'll get me into trouble.'".

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Version 2/150510 of Easy Doors by Hanon Ondricek begins here.
"Easy Doors provides a new kind of door which does not use map connections, and may be manipulated via rules more flexibly than the standard doors provided in Inform 7."
To say perform/@ (ph - phrase): (- if (0==0) {ph} -).
An easydoor is a kind of thing.
An easydoor is usually fixed in place.
An easydoor can be enterable. An easydoor is usually enterable.
An easydoor can be scenery.
An easydoor can be openable or unopenable. An easydoor can be open or closed. An easydoor is usually openable.
An easydoor can be lockable. An easydoor can be locked or unlocked.
An easydoor has a text called dooraction. The dooraction of an easydoor is usually "".
The description of an easydoor is usually "[The noun] [are] [if open]open[otherwise]closed[end if]."
Understand "[easydoor]" as entering.
Roomconnecting relates one room (called the outpoint) to various things.
The verb to lead to implies the reversed roomconnecting relation.
Portalling relates one easydoor (called the doorfriend) to another.
The verb to portal implies the portalling relation.
Understand "door/doorway" as an easydoor.
Before an actor entering an easydoor (called D) (this is the implicitly open easydoors rule):
if D is closed:
try the person asked opening D.
Check an actor entering an easydoor (this is the can't enter a locked easydoor rule):
if the noun is locked:
stop the action.
After entering an easydoor (this is the say dooraction and move the player rule):
if dooraction of noun is "":
say "[dooraction of noun][run paragraph on]" (A);
otherwise:
say "[dooraction of the noun][line break]" (B);
now the player is in the outpoint of the noun.
After someone entering an easydoor (called D) (this is the NPC uses easydoor rule):
say "[The person asked] [go] through [the D]." (A);
now the person asked is in the outpoint of the noun.
Check an actor entering a portable easydoor (called D) (this is the we are not MC Escher rule):
if the the person asked carries D:
say "[The person asked] [can't] enter [the D] while holding it." (A);
stop the action.
Check entering an easydoor (this is the disallow entering easydoors with no outpoint rule):
if the outpoint of the noun is nothing:
if the dooraction of the noun is "":
say "[The noun] [don't] lead anywhere." (A);
otherwise:
say "[dooraction of the noun][line break]" (B);
stop the action.
Check someone entering an easydoor (this is the disallow npc entering easydoors with no outpoint rule):
if the outpoint of the noun is nothing:
say "[The noun] [don't] seem to lead anywhere." (A);
stop the action.
Carry out an actor opening an easydoor (called D) (this is the open doorfriend rule):
now the doorfriend of D is open.
Carry out an actor closing an easydoor (called D) (this is the close doorfriend rule):
now the doorfriend of D is closed.
Carry out an actor unlocking an easydoor (called D) with something (this is the unlock doorfriend rule):
now the doorfriend of D is unlocked.
Carry out an actor locking an easydoor (called D) with something (this is the lock doorfriend rule):
now the doorfriend of D is locked.
Before an actor unlocking an easydoor with something (called K):
If K unlocks the doorfriend of the noun:
now K unlocks the noun.
Before an actor locking an easydoor with something (called K):
If K unlocks the doorfriend of the noun:
now K unlocks the noun.
Volume 1 - Not for release
When play begins:
repeat with D running through easydoors:
if D leads to nothing:
say "*** CAUTION - [bold type][The D][roman type] in [bold type][the location of D][roman type] does not lead anywhere!!! ***[paragraph break]"
Easy Doors ends here.
---- DOCUMENTATION ----
Chapter : Introduction
Doors as implemented in Inform 7 are limited and sometimes frustrating to use since they must connect two rooms using map directions. They can thwart some architectural and magical realism: they cannot be moved during play, and they cannot change their destination. We cannot have an enterable broom closet on the same wall as a map direction. Doors cannot be part of an object, or inside an enterable container.
Easy Doors is a small extension that provides a new kind called "easydoor". These behave like normal doors and can be placed anywhere, providing one-way, directionless transport to any location in the game world. Easydoors can be moved around the map, on and off-stage, and can change what location they lead to at the author's whim using normal rules. Since easydoors do not require directional hookups on the map, they are very simple to implement.
Section : Acknowledgements
Thanks to Carolyn VanEseltine and Jason Lautzenheimer for suggestions about door behaviors. Also to Daniel Stelzer and Andrew Schultz for assistance and advice and testing.
Please feel free to email hanon.ondricek@gmail.com with any feedback, questions, or bug reports.
Chapter : Creating Easydoors
Easydoors can be created and placed wherever we want. They behave in the expected way a door would, by default fixed in place, openable and closed. We can declare them also lockable and locked or unlocked (unlocked is default) and create keys to unlock them. We can make them open and unopenable to simulate stairs or an open passage. We also specify where an easydoor leads to when a player enters one.
Section : One-Way Easydoors
The front door is an easydoor in Porch. It leads to Foyer.
This is the minimum code for a working easydoor. We can of course give our easydoor an initial appearance, a description (the default just says whether the door is closed or open) and use all of the normal rules for opening and closing and locking. (The exception to be careful with is AFTER ENTERING - see the section later for details.)
An iron grating is an easydoor in Dungeon Mouth. It leads to Dungeon Throat. It is lockable and locked.
The dungeon key unlocks iron grating. Dungeon key is carried by the fearsome ogre.
A windy passage is an easydoor in Dungeon Throat. "A windy passage leads deeper into the dungeon." It is unopenable and open. It leads to Dungeon Lungs.
Notice none of these specify compass directions. We can place as many doors in a location as we wish. The player can enter an easydoor and be transported to the location it leads to by using any synonym of the entering action, or by typing the name of an easydoor as if it were a direction.
>ENTER FRONT DOOR
>GRATING
>GO THROUGH WINDY PASSAGE
If the easydoor is closed and not locked, the parser will open it implicitly. If it is locked, the player will be informed and not allowed to open it until they find a key.
We can simulate that an easydoor leads in a direction by redirecting the player's input to the entering action.
A revolving door is an easydoor in Plaza. "The department store's revolving door slices and dices holiday shoppers to the north." It is unopenable and open. It leads to Women's Shoes. The description of revolving door is "It makes you sort of ill to watch it for too long."
Instead of going north in Plaza: try entering revolving door.
Section : Two-Way Doors
Since easydoors traverse only one way, we might wish to provide the other half of the door so there is a two-way connection.
some automatic doors are an easydoor in Women's Shoes. "You note some automatic doors to the south that lead back out into the street." It leads to Plaza. The dooraction is "At least you don't have to contend with the revolving door this time as glass panels are whisked aside automatically for you."
Instead of going south in Women's Shoes:
try entering automatic doors.
Section : Portalling Two Easydoors as One
When we are simulating both sides of a door with two separate easydoors, we would like them to stay in sync with regard to locking, unlocking, opening and closing. We do that by connecting them with the portalling relation, which is reciprocal and only needs to be declared on one of the matching portals.
The coaster security gate is an easydoor in Midway. It is lockable and locked. It leads to Roller Coaster. The description is "Through the chain link, you can see the wooden supports of the roller coaster." Understand "chain/link" as security gate.
The gate back to the midway is an easydoor in Roller Coaster. "A gate here appears to lead back to the midway." The description is "It's the back side of that security gate you saw earlier." It leads to midway. It portals coaster security gate. Understand "security" as gate back to midway.
The passkey unlocks coaster security gate. Passkey is on security guard's corpse.
This will ensure that if we unlock the security gate from one side but slip into the Roller Coaster grounds by other means, when we encounter the allegedly same gate from the other side that it will also be unlocked. It also allows the same key to lock and unlock the other half of the portalled door.
Section : Dooraction
Every easydoor contains a text called "dooraction" which can optionally be used to provide some descriptive text when the player moves through the door.
a spiral staircase is an open, unopenable easydoor in Minimalistic Apartment. It leads to Loft. the dooraction of spiral staircase is "Your knees complain as you climb the wrought iron twists of this contraption."
a time machine is an open, unopenable easydoor in Laboratory. "A humming time machine sits in the corner, the passage into it glowing expectantly." It leads to Swirly Void. The dooraction of time machine is "All right. Here goes."
The dooraction should encompass the actual traversal of the door. The opening and closing are separate actions and shouldn't necessarily be included in the dooraction.
a crypt door is an openable easydoor in Graveyard. It leads to Inner Tomb. The dooraction is "As you cross the threshold, a cold wind ruffles your hair.".
After an actor opening crypt door, say "The door of the crypt creaks open."
After an actor closing crypt door, say "The crypt door bangs shut."
Section: After Entering an Easydoor
In most cases, we should not override the AFTER ENTERING rules affecting an easydoor, as this is where the player is moved to the location that the door leads to (called an "outpoint" in code). Should you need to do anything fancy after an easydoor is traversed, The best place to work it out is in the dooraction text using the handy "perform" function.
A revolving door is an easydoor in Plaza. "The department store's revolving door slices and dices holiday shoppers to the north." It is unopenable and open. It leads to Women's Shoes. The description of revolving door is "It makes you sort of ill to watch it for too long." The dooraction of revolving door is "You are whirled for several minutes, losing a mitten [perform now a random mitten carried by the player is off-stage][first time][perform increase the score by 1][only]in the process. Finally you are through and your shopping can begin!"
If you decide you need to use the after rules, you should ensure that you move the player to the outpoint of the easydoor as well.
Easy Doors usually lead to a room. Altering the AFTER ENTERING rules would be one way to, for whatever reason, have a door lead to the inside of an enterable container or onto a supporter. Take care with this, as getting your player stuck inside an object or in a backdrop might have strange consequences. An example is provided below.
Section : Portable Doors
Easydoors are usually immobile as far as the player is concerned, although the author can move them as part of gameplay using rules. An easydoor can be declared portable, leading to wild effects.
A round black hole is an easydoor carried by the player. It is portable. It leads to Phobos.
A portable door must be dropped before it can be entered, of course, because carrying a door through itself would break even imaginary laws of physics and cause your game to collapse into itself and wink out of existence.
Carry out turning the Infinite Improbability dial:
now round black hole leads to Magrathea.
Chapter : Debug
An easydoor without a destination (in code, an "outpoint") would transport the player off-stage, which could cause all kinds of nasty effects. When a game is run in the Inform IDE, easydoors without outpoints will be flagged when play begins.
We may have good reason to have a destination-less door (as shown in the example below) and can ignore these warnings which will not appear in a published game. This is provided to notify the author in case of inadvertently forgetting to include a destination for an easydoor. Instead of recklessly transporting the player offstage, the extension will inform the player that the door leads nowhere, and change the outpoint of the easydoor to its own location should the player try again.
Chapter : NPCs, and Pathfinding
Easy Doors can handle an NPC character manipulating and entering an easydoor if manually told to in rules by the author, or by a player if persuasion succeeds. Unfortunately Inform's automatic pathfinding ("The best route from A to B") will not take easydoors into account. Any route to a location will detour around an easydoor if there is another way using regular map connections and doors, or will fail as "nothing" if an easydoor is the only route.
If our game relies on routefinding and autonomous NPCs, some suggestions are:
A: Create the world with map connections and regular doors where we need NPCs to travel, reserving easydoors for special cases. (In TRANSPARENT, there is a map connection between the study and the library that ghosts can use, but the player is directed from the map connection through an easydoor, which might be locked.)
B: Divide the map into regions that easydoors connect, and have Inform find "The best route from A to (an easydoor)." Once arrived, have the NPC try entering the easydoor and continue their route to a destination.
C: Find plot reasons to teleport the NPCs.
Hopefully if our game involves traveling NPCs and extended logic to move them, we are skilled enough to manage within the limitations of this extension, or modify it to suit.
A vague caution: This extension is designed to help authors solve some door problems, and create special effects. While it can be used to make an entire game full of non-traditional map traversal, it has not been stress-tested with hundreds of portaling doors in a game. Some memory limitations and weirdness might be encountered if we are using this extension to write a game called "Maze of a Million Doors".
Example: ** And I Want to Paint It - Easy Doors in action, hopefully demonstrating the entire range of use, including debug messages.
*: "And I Want to Paint It"
Include Easy Doors by Hanon Ondricek.
Hub is a room.
Room1 is a room.
Room2 is a room.
Room3 is a room.
Alice is a woman in Hub. "Alice is here, looking rather lost."
Before Alice entering an easydoor:
say "'Aha!' Alice exclaims."
A persuasion rule: persuasion succeeds.
An easydoor called the first door is an easydoor in Hub. It leads to room1.
A green door is a lockable, locked easydoor in Hub. It leads to room2.
A blue door is a lockable, locked easydoor in Hub. It leads to room3.
The player carries a green key. Green key unlocks green door.
A blue key is in Room2. It unlocks blue door.
An incorrectly-made door is an easydoor in Hub.
a return door is a kind of easydoor.
One return door is in room1. It leads to Hub. It portals first door.
One return door is in room2. It leads to Hub. It is lockable and locked. It portals green door.
One return door is in room3. It leads to Hub. It is lockable and locked. It portals blue door.
A false door is an easydoor in Hub.
After opening false door:
say "Hunh. This door opens onto a solid brick wall. You're not going anywhere through this."
Yourself can be injured.
The dooraction of false door is "Ow. [perform now the player is injured]Bricks meet nose."
A red herring door is an easydoor in hub. It is lockable and locked.
a time machine is an open, unopenable easydoor in Room3. "A humming time machine sits in the corner, the passage into it glowing expectantly." It leads to Swirly Void. The dooraction of time machine is "All right. Here goes."
Swirly Void is a room. "How temporally disorienting!".
A rapidly approaching light is an open, unopenable easydoor in Swirly Void. The description is "It's approaching fast." It leads to Drawing Room. The dooraction of rapidly approaching light is "You fall for a long time, afraid of meeting the ground at rapid pace. Luckily the next time you blink, you find yourself somewhere else...and there seems to be no way back."
Drawing Room is a room. "You've arrived in Victorian London, it seems, from the look of this place."
The parlour door is an easydoor in Drawing Room. "The Parlour is west." It leads to The Parlor.
Instead of going west in Drawing Room: try entering parlour door.
The Parlor is a room. "The Parlour. How boring.". The printed name of parlor is "The Parlour"
The drawing room door is an easydoor in Parlor. "The drawing room door leads back to the east.". It leads to Drawing Room. It portals parlour door.
Instead of going east in parlor: try entering the drawing room door.
A magic mushroom is an edible thing in Drawing Room.
Carry out eating magic mushroom:
say "The parlour door seems to ripple strangely.";
now the parlour door leads to Wonderland;
now the dooraction of parlour door is "As you cross the threshold of the parlour door, there is a liquid ripple and your surroundings melt away, leading you somewhere else...".
Wonderland is a room. "Oh no. Not this again. Your croquet skills are rusty. You feel like jumping in frustration."
some very damp clothing is a wearable thing.
The pool of tears is a fixed in place, enterable, transparent container in wonderland.
Carry out entering pool of tears:
now the player wears damp clothing.
hundreds of gallons of tears is a fixed in place thing in pool of tears.
Yourself can be wet.
A whirlpool is an open, unopenable easydoor. It leads to Hub. The dooraction is "Down...down...down...whirling...you hold your breath until finally you end up in... Well, foo. That was all for naught.[perform now the player wears damp clothing]"
Instead of jumping:
say "You stamp your foot angrily.";
if the location is Wonderland:
say "[line break]The rumbling of your frustration seems to have caused a crack in the earth to open up, and the pool of tears begins to circle, draining away.";
now whirlpool is in pool of tears;
rule succeeds.
test me with "open green door/alice, open blue door/alice, enter red herring door/enter false door/unlock green door with green key/alice, go through green door/enter green door/alice, take blue key/alice, go return door/return/alice, unlock blue door/alice, open blue door/enter blue door/get in time machine/enter light/take mushroom/w/e/eat mushroom/w/x pool/jump/enter pool/enter whirlpool"
Example: **** His Lovely Assistant - Using Easy Doors to transport the player into an enterable container.
*: "His Lovely Assistant"
Include Easy Doors by Hanon Ondricek.
Use scoring.
The Wicked Stage is a room. "[one of]Here, elevated on the boards before a sold-out audience, Mumford the Magician has but one astounding trick left to perform.[or]The audience watches raptly, each member perched on the edge of their respective seat.[stopping]"
a magic trunk is a fixed in place, enterable, openable, closed, lit container in Wicked Stage. The description is "It's big enough for a person to get into, but exceedingly heavy to carry around as you well know." Understand "disappearing/box" as trunk.
a trap door is an easydoor in magic trunk. It leads to Understage. It is openable. The dooraction is "You contort your body through the narrow square trap in the bottom of the trunk and the hole cut underneath it down through the stage floor."
After opening trap door:
say "You quietly open the trap door."
Instead of going down when the player is in magic trunk:
try entering trap door.
a concealed panel is an easydoor in Understage. "Above your head you can see the concealed panel through the trap cut into the stage that the trunk is sitting on top of." It leads to Wicked Stage. It portals trap door. Understand "trap" as concealed panel.
The printed name of Understage is "Beneath the Stage".
a scrap of newspaper clipping is in understage. The description is "Hmn. It's a slightly-charred newspaper article detailing the rash of stage magician's assistant murders that has been ravaging the community! This looks like an important clue to the mystery![first time][perform increase the score by 1][only]"
After closing concealed panel:
say "You close the panel with the slightly audible 'thunk' that Mumford is listening for."
After entering concealed panel:
now the player is in magic trunk;
say "You twist your way flexibly back up through the stage into the trunk."
Instead of going up in understage: try entering concealed panel.
To say response:
say "[line break]'[one of]Ooooooooh[or]Ahhhhhh[or]Ooh! Ahh[cycling]!' goes the audience."
To say murmur:
say "The audience murmurs, perhaps a bit less astounded than they were before."
The audience is scenery in Wicked Stage. The description is "There are hundreds of people out there, even if you can't make out anyone specifically. Any one of them could be the Magician's Assistant Murderer! You hope you catch him soon so you can stop this whole undercover gig for Mumford."
Pre Magic is a scene. Pre Magic begins when the turn count is 2. Pre Magic ends when the player is in magic trunk.
When Pre Magic Begins:
say "Mumford holds up his hands, cutting off the applause from the previous trick. 'And now, for our spectacular finale. I give you THE MAGIC DISAPPEARING BOX!'[if magic trunk is closed]He flourishes his cape, and opens the trunk.[perform now magic trunk is open][end if][response]".
Every turn during Pre Magic:
say "[one of]Mumford offers a hand to assist you. 'And now, my lovely assistant will enter the mysterious mystery of THE DISAPPEARING BOX!'[response][or]'That's it, my lovely assistant,' Mumford says. 'Just step into THE MAGIC DISAPPEARING BOX!'[response][or]'Ha ha! My lovely assistant fears THE MAGIC DISAPPEARING BOX!'[response][or]Mumford mutters under his breath, 'Just get in the box like we rehearsed it, okay?' He flourishes and smiles for the audience to stall for you.[stopping][murmur]".
Switcheroo is a scene. Switcheroo begins when Pre Magic Ends. Switcheroo ends when the player is in understage and concealed panel is closed.
To say magicwords:
say "'And now for [one of]some[or]some more[stopping] magic words!' Mumford bellows above. '[one of]ABRACADABRA[OR]ALAKHAZAM[OR]HOCUS POCUS[OR]...erm MACARONI AND CHEESE[or]...and you will be AMAZED when you CANNOT SEE my LOVELY ASSISTANT! Who [italic type]WILL HAVE VANISHED[roman type] from the MAGIC DISAPPEARING BOX[or]...UT-SHAY THE AGIC-MAY ANEL-PAY[or]I'm thinking I'll be in the market for a new Lovely Assistant soon,' Mumford ad-libs, no doubt waggling his eyebrows at the audience who chuckle appreciatively. 'BIBBITY BOBBITY[or]...um HAVA NAGILA[cycling]!'[response]"
When Switcheroo begins:
say "Mumford swirls his cape. 'And we say goodbye to my lovely assistant as we explore the mysteries of THE MAGICAL DISAPPEARING BOX!' he says, wiggling his fingers as you duck down in the trunk.[response]He closes the trunk lid[perform now magic trunk is closed] and you hear him making a big show with the locks on the outside."
Every turn during switcheroo:
if magic trunk is open:
now magic trunk is closed;
say "Mumford [one of]pushes the trunk closed again.[or]slams the trunk, almost taking one of your fingers with it.[or]resolutely pushes the trunk closed and holds it for a moment.[cycling]";
say "[magicwords]".
When switcheroo ends:
say "'And now...WATCH and be ASTOUNDED!' hollers Mumford from above."
The audience can be amazed.
The Show is a scene. The Show begins when switcheroo ends. The show ends when audience is amazed.
Instead of entering concealed panel during The Show:
say "You really not supposed to be in the box while Mumford is doing his stuff.";
stop the action.
some fake scorpions are a thing.
Every turn during The Show:
say "[one of]'You all saw my Lovely Assistant locked securely inside THE DISAPPEARING BOX!' he announces. But things ARE NOT ALWAYS WHAT THEY APPEAR!'[or]'If my Lovely Assistant were in the MAGICAL DISAPPEARING BOX, would I consider STABBING IT REPEATEDLY WITH THESE RAZOR SHARP SWORDS?' (You hear metal clashing above.)[response][or]'Or would I pour this bucket of LIVE DEADLY SCORPIONS DIRECTLY INTO THE MAGICAL DISAPPEARING BOX?' (You hear a pattering above.)[perform now fake scorpions are in magic trunk][response][or]'Would I even consider SETTING THE MAGICAL DISAPPEARING BOX ON FIRE???' (You hear a crackling whoosh of flash powder.)[response][or]I wouldn't do these things unless my Lovely Assistant HAD ACTUALLY DISAPPEARED!' The audience applauds enthusiastically[perform now the audience is amazed] as he drops the front of the trunk to reveal that you are, indeed, not inside it.[stopping]".
When The Show ends:
say "You hear the trunk being hastily reassembled above, and Mumford continues. 'But THE MAGICAL DISAPPEARING BOX has a secret! With more magic words...the mystery can be solved! DUCK A LA RAHNGE!' he calls, which is your cue."
The Reveal is a scene. The reveal begins when The Show ends. The reveal ends when the player is in magic trunk and magic trunk is open.
Every turn during the Reveal:
say "[one of]'I said DUCKALARAAAANGE!'[or]'Could my Lovely Assistant have suffered some type of TERRIBLE PERIL?' Mumford yells, and you can hear his foot tapping the trunk above.[or]'Hey!' he whispers harshly above.[or]'More magic words!' he cheefully announces. 'ET-GAY OR-YAY UTT-BAY ACK-BAY IN THE OX-BAY!'[cycling]"
When the Reveal ends:
say "Mumford drinks in the deafening applause for a minute, before deferring some to you. 'MY LOVELY ASSISTANT, LADIES AND GENTLEMAN!!!' You take a graceful bow, understanding finally what it's like to be adored by hundreds of people. But it is short-lived as there's a 'thoop' sound and a simultaneous gasp in the audience. Mumford's eyes are wide as he realizes he's been shot with a poison crossbow! The Killer is in the audience! You yell for nobody to move as you retrieve your sidearm from where it was uncomfortably concealed in your skimpy outfit...";
end the story saying "You vow to avenge the Mystical Mumford the Magician!"
The player wears a skimpy outfit. The description of skimpy outfit is "It's a bit tighter and feathery-er than your normal uniform."
Instead of taking off skimpy outfit, say "Like this isn't humiliating enough."
The description of the player is "Yes, you are actually wearing feathers. It's going to be a good long time before your cohorts stop giving you hell for this back at the station."
A person called The Amazing Mumford is in wicked stage. The description is "He's been around the block a few times, and probably in his younger days was quite dashing in his cape and top hat."
test me with "z/enter box/open box/z/open trap/d/shut panel/x newspaper/take newspaper/up/z/enter panel/open box"

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Version 1.0.0 of 1PD6 Blood Reigns Setting by William Moore begins here.
Chapter 1 - Values
Game Turns is a number that varies.
A person has a number called strength.
A person has a number called defense.
A person has a number called health.
A person has a number called damage.
A person has a number called experience.
A person has a number called dice pool.
Chapter 2 - Actions
Understand "stats" as stats. Stats is an action applying to nothing.
Carry out stats:
say "[bold type]dice pool:[roman type] [the dice pool of the player][line break]";
say "[bold type]strength:[roman type] [the strength of the player][line break]";
say "[bold type]defense:[roman type] [the defense of the player][line break]";
say "[bold type]experience points:[roman type] [the experience of the player][line break]";
Understand "buy dice" as buying dice. Buying dice is an action applying to nothing.
Carry out buying dice:
if the experience of the player is greater than 49:
increase the dice pool of the player by 1;
decrease the experience of the player by 50;
say "You have purchased one die for your dice pool!";
otherwise:
say "You do not have enough experience to purchase a die!".
Understand "buy strength" as buying strength. Buying strength is an action applying to nothing.
Carry out buying strength:
if the experience of the player is greater than 9 and the strength of the player is less than 6:
increase the strength of the player by 1;
decrease the experience of the player by 10;
say "You have purchased one to your strength!";
otherwise:
if the strength of the player is 6:
say "You have maxed out your strength.";
otherwise:
say "You do not have enough experience to purchase strength!".
Understand "buy defense" as buying defense. Buying defense is an action applying to nothing.
Carry out buying defense:
if the experience of the player is greater than 9 and the defense of the player is less than 6:
increase the defense of the player by 1;
decrease the experience of the player by 10;
say "You have purchased one to your defense!";
otherwise:
if the defense of the player is 6:
say "You have maxed out your defense.";
otherwise:
say "You do not have enough experience to purchase defense!".
Understand "buy health" as buying health. Buying health is an action applying to nothing.
Carry out buying health:
if the experience of the player is greater than 9:
increase the health of the player by 1;
increase the experience of the player by 10;
say "You have purchased one to your health!";
otherwise:
say "You do not have enough experience to purchase health!".
Understand "accuse [something]" as accusing. Accusing is an action applying to one visible thing.
Carry out accusing when the noun is a person and the noun is not the player:
if the crime solved is false and the noun is Officer Arnold:
say "Officer Arnold looks at you confused and says 'I know we haven't known each other long, but why in the world would accuse your partner with such baseless accusations?'";
otherwise:
if the health of the noun > the damage of the noun:
let encounter roll be strength of player;
repeat with die running from 1 to dice pool of player:
let die roll be a random number from 1 to 6;
increase encounter roll by die roll;
decrease encounter roll by defense of the noun;
if encounter roll is less than 0:
let encounter roll be 0;
say "You exclaim 'I accuse you, [the noun]!'";
increase the damage of the noun by encounter roll;
let encounter roll be strength of the noun;
repeat with die running from 1 to dice pool of the noun:
let die roll be a random number from 1 to 6;
increase encounter roll by die roll;
decrease encounter roll by defense of the player;
if encounter roll is less than 0:
let encounter roll be 0;
say "[the noun] says 'But, I didn't do it!'.";
increase the damage of the player by encounter roll;
otherwise:
say "Unimpressed with your accusations, [the noun] has received enough for the day.".
Carry out accusing when the noun is a person and the noun is the player:
say "For whatever it is worth, you accuse yourself.".
Chapter 3 - Added Game Flow
When play begins:
Now the right hand status line is "[bold type]DMG/HP:[roman type] [the damage of the player]/[the health of the player][line break]";
Now the dice pool of a player is 1;
Let new health be a random number from 1 to 6;
Now the health of a player is new health;
Let new strength be a random number from 1 to 6;
Now the strength of a player is new strength;
Let new defense be a random number from 1 to 6;
Now the defense of a player is new defense.
Every turn:
increase Game Turns by 1;
if Game Turns is 50:
now Game Turns is 0;
increase the experience of the player by 1;
If the health of the player < the damage of the player:
say "The Narrator says 'Well, you have gone and done it with your accusations. Try to be more careful next time and either have more strength to your accusational prowess or accuse the right person.'";
end the story.
1PD6 Blood Reigns Setting ends here.
---- DOCUMENTATION ----
[ Copyright (C) 2022 William R. Moore <william@nerderium.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, version 3 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>. ]

View File

@ -0,0 +1,109 @@
Version 1.0.0 of Buttered Toast KC Map by William Moore begins here.
Include Easy Doors by Hanon Ondricek.
Chapter 1 - The Map
The Plaza is a room. The description is "The Plaza is a shopping area using a Moorish-style architecture similar to the Alhambra.[paragraph break]There are roads to the north, northeast, east, and southeast.".
The Ewing & Muriel Kaufman Memorial Garden is a room. It is north of UMKC. It is east of the Plaza. The description is "A wonderful garden containing the burial sites for the individuals the garden is named after and containing wonderful floral arrangments, fountains, and more importantly...CATS!".
Nelson-Atkins Museum of Art is a room. It is northeast of the Plaza. It is north of the Ewing & Muriel Kaufman Memorial Garden. The description is "A large property containing multiple external sculptures, including the famous Shuttlecock, with a large, stonework mansion used to house a museum of various styles and eras of artwork.[paragraph break]It is surrounded by Oak, 45th, Rockhill Road, and Emanuel Cleaver II Blvd. The Plaza is southwest of here.".
UMKC is a room. It is southeast of the Plaza. It is south of Nelson-Atkins Museum of Art. The description is "The vast campus surrounded by Brookside Blvd, Dr Martin Luther King, Jr. Blvd, Troost Ave, and 54th Street houses UMKC. The Plaza is northwest of here."
Westport is a room. It is north of the Plaza. The description is "Westport is a small district located in midtown Kansas City, MO and known for entertainment and its night life.[paragraph break]There are roads to the north and south.".
Downtown Kansas City is a room. It is north of Westport. The description is "Downtown Kansas City, MO is a vibrant area full of shops, restaurants, and entertainment.[paragraph break]There are roads to the south and east.".
18th & Vine is a room. It is east of Downtown Kansas City. The description is "18th and Vine is a very historic district in Kansas City both culturally and ethnically.[paragraph break]There is a road to the west.".
Leawood is a room. It is south of the Plaza. The description is "An affluent neighborhood in the Greater Kansas City area.".
Arthur Bryant's is a room. The description is "Arthur Bryant's is a special BBQ place serving some of the original Kansas City style BBQ sauce and food.[paragraph break]There are roads to the northwest and east.".
1 of a Kind is a room. It is northwest of Arthur Bryant's. The description is "1 of a Kind is a business that has an interesting horror themed mural on the east side of the building.[paragraph break]There is a road to the southeast.".
The Grove Park is a room. It is east of Arthur Bryant's. The description is "The Grove Park is a small park located in the 18th & Vine district and is known for the colorful Breach mural.[paragraph break]There is a road to the west.".
Entrance to the Plaza is an easydoor in the Plaza. It is unopenable and open. It leads to Summit & Jefferson.
Streets of the Plaza is an easydoor in Summit & Jefferson. The printed name is "Enter the street". It is unopenable and open. It leads to the Plaza.
Entrance to Downtown is an easydoor in Downtown Kansas City. It is unopenable and open. It leads to Union Station.
Overview of Downtown is an easydoor in Union Station. The printed name is "Enter the street". It is unopenable and open. It leads to Downtown Kansas City.
Entrance to 18th & Vine is an easydoor in the 18th & Vine. It is unopenable and open. It leads to 1 of a Kind.
Overview of 18th & Vine is an easydoor in 1 of a Kind. The printed name is "Enter the highway". It is unopenable and open. It leads to 18th & Vine.
Entrance to Leawood is an easydoor in Leawood. It is unopenable and open. The printed name is "Enter the city". It leads to Resurrection Leawood Narthex Center.
Overview of Leawood is an easydoor in Resurrection Leawood Narthex Center. It is unopenable and open. The printed name is "Enter the streets". It leads to Leawood.
Penn Valley Park is a room. It is south of Union Station. The description is "Penn Valley Park is a wonderful park containing many features, including the famous, and national, WW I museum.[paragraph break]There are roads to the north and northeast.".
Crown Center is a room. It is northeast of Penn Valley Park. The description is "Crown Center is a shopping area containing several amenities.[paragraph break]There are roads to the southwest and northwest.".
Union Station is a room. It is north of Penn Valley Park. It is northwest of Crown Center. The description is "Union Station is a functional Amtrak station containing restaurants, Science City, and other features.[paragraph break]There are a roads to the north, south, and southeast".
Bartle Hall is a room. It is north of Crossroads. The description is "Bartle Hall is the largest convention center for Kansas City, MO.[paragraph break]There are roads to the east and south.".
Crossroads is a room. It is north of Union Station. The description is "The Crossroads is a quaint art district located in downtown Kansas City, MO.[paragraph break]There are roads to the northeast, north, and south.".
Power & Light District is a room. It is east of Bartle Hall It is northeast of Crossroads. The description is "The Power and Light District is an upscale shopping area located in downtown.[paragraph break]There are roads west and southwest."
City Hall is a room. It is east of Bartle Hall. It is northeast of Power & light District. The description is "The massive city hall building has stood the tests of time.[paragraph break]There are roads to the east, west, and southwest.".
Kansas City Police HQ is a room. It is east of City Hall. The description is "The Kansas City police headquarters has white stone facade and is quite beautiful.[paragraph break]There is a road to the west.".
Summit & Jefferson is a room. Outside from Summit & Jefferson is the Plaza. The description is "The westernmost city block on the Plaza contains parking and is surrounded by Summit, 47th, Jefferson, and 48th streets.[paragraph break]There are two blocks: one to the east and one to the southeast.".
Jefferson & Nichols North is a room. It is east of Summit & Jefferson. The description is "The city block of the Plaza contains several shops and is surrounded by Jefferson, 47th, Pennsylvania, and Nichols.[paragraph break]There are blocks to the northeast, east, southeast, south, and west.".
Jefferson & Nichols South is a room. It is southeast of Summit & Jefferson. It is south of Jefferson & Nichols North. The description is "The city block of the Plaza contains several shops and is surrounded by Jefferson, Nichols, Pennsylvania, and 48th.[paragraph break]There are blocks to the north, northeast, east, south, and northwest.".
Jefferson & 48th is a room. It is south of Jefferson & Nichols South. The description is "The city block of the Plaza contains several shops and is surrounded by Jefferson, 48th, Pennsylvania, and Ward Parkway.[paragraph break]There are blocks to the north and northeast.".
Pennsylvania & West 46th Terrace is a room. It is northeast of Jefferson & Nichols North. The description is "The city block of the Plaza contains several shops and is surrounded by Pennsylvania, West West 46th Terrace, Broadway, and 47th.[paragraph break]There are blocks to the southwest, south, southeast and east.".
Pennsylvania & 47th is a room. It is east of Jefferson & Nichols North. It is northeast of Jefferson & Nichols South. It is south of Pennsylvania & West 46th Terrace. The description is "The city block of the Plaza contains several shops and is surrounded by Pennsylvania, 47th, Broadway, and Nichols.[paragraph break]There are blocks to the north, northeast, east, southeast, south, southwest, and west.".
Pennsylvania & Nichols is a room. It is east of Jefferson & Nichols South. It is southeast of Jefferson & Nichols North. It is south of Pennsylvania & 47th. It is northeast of Jefferson & 48th. The description is "The city block of the Plaza contains several shops and is surrounded by Pennsylvania, Nichols, Broadway, and Ward Parkway.[paragraph break]There are blocks to the north, northeast, east, west, and northwest.".
Broadway & West 46th Terrace is a room. It is east of Pennsylvania & West 46th Terrace. It is northeast of Pennsylvania & 47th. The description is "The city block of the Plaza contains several shops and is surrounded by Broadway, West West 46th Terrace, Wornall, and 47th.[paragraph break]There are blocks to the east, southeast, south, southwest, and west.".
Broadway & 47th is a room. It is south of Broadway & West 46th Terrace. It is southeast of Pennsylvania & West 46th Terrace. It is east of Pennsylvania & 47th. It is northeast of Pennsylvania & Nichols. The description is "The city block of the Plaza contains several shops and is surrounded by Broadway, 47th, Central, and Nichols.[paragraph break]There are blocks to the north, northeast, east, southeast, south, southwest, west, and northwest.".
Broadway & Nichols is a room. It is southeast of Pennsylvania & 47th. It is south of Broadway & 47th. It is east of Pennsylvania & Nichols. The description is "The city block of the Plaza contains several shops and is surrounded by Broadway, Nichols, Central, and Ward Parkway.[paragraph break]There are blocks to the north, northeast, east, west, and northwest.".
47th & Wornall is a room. It is east of Broadway & West 46th Terrace. It is northeast of Broadway & 47th. The description is "The city block of the Plaza contains several shops and is surrounded by Wornall, Wyandotte, and 47th.[paragraph break]There are blocks to the east, southeast, south, southwest, and west.".
Central & 47th is a room. It is south of 47th & Wornall. It is southeast of Broadway & West 46th Terrace. It is east of Broadway & 47th. It is northeast of Broadway & Nichols. The description is "The city block of the Plaza contains several shops and is surrounded by Central, 47th, Wyandotte, and Nichols.[paragraph break]There are blocks to the north, northeast, east, south, southwest, west, and northwest.".
Central & Nichols is a room. It is southeast of Broadway & 47th. It is south of Central & 47th. It is east of Broadway & Nichols. The description is "The city block of the Plaza contains several shops and is surrounded by Central, Nichols, Wyandotte, and Ward Parkway.[paragraph break]There are blocks to the north, east, west, and northwest.".
Wyandotte & West 46th Terrace is a room. It is east of 47th & Wornall. It is northeast of Central & 47th. The description is "The city block of the Plaza contains several shops and is surrounded by Wyandotte, West 46th Terrace, Mill Creek Parkway, and Emanuel Cleaver II Blvd.[paragraph break]There are blocks to the south, southwest, and west.".
Wyandotte & Emanuel Cleaver II Blvd is a room. It is southeast of Central & 47th. It is south of Wyandotte & West 46th Terrace. It is east of Central & Nichols. The description is "The city block of the Plaza contains several shops and is surrounded by Wyandotte, Emanuel Cleaver II Blvd, Mill Creek Parkway, and Ward Parkway.[paragraph break]There are blocks to the northwest, north, and west.".
[ Resurrection ]
Resurrection Leawood Narthex Center is a room. The description is "A beautiful section of the narthex.[paragraph break]It curves to the west and east. There is an exit to the north leading into the sanctuary.".
Resurrection Leawood Narthex West is a room. It is west of Resurrection Leawood Narthex Center. The description is "A beautiful section of the narthex.[paragraph break]It curves to the northwest. There are paths leading both northwest and east and one leading northeast into the sanctuary. There are stairs leading up.".
Resurrection Leawood Narthex East is a room. It is east of Resurrection Leawood Narthex Center. The description is "A beautiful section of the narthex.[paragraph break]It curves to the northeast. There are paths leading both northeast and and west and one leading northwest into the sanctuary. There are stairs leading up.".
Resurrection Leawood Narthex Northwest is a room. It is northwest of Resurrection Leawood Narthex West. The description is "A beautiful section of the narthex.[paragraph break]It curves to the northwest and leads outside the building. There are paths leading east and one leading east into the sanctuary.".
Resurrection Leawood Narthex Northeast is a room. It is northeast of Resurrection Leawood Narthex East. The description is "A beautiful section of the narthex.[paragraph break]It curves to the northeast and leads outside the building. There are paths leading west and one leading west into the sanctuary.".
Resurrection Leawood Sanctuary Lower Floor Southwest is a room. The description is "The lower floor, southwest part, of the sanctuary opens up to seating all around.[paragraph break]There are paths leading toward seating to the northwest and to the east.".
Resurrection Leawood Sanctuary Lower Floor Southeast is a room. The description is "The lower floor, southeast part, of the sanctuary opens up to seating all around.[paragraph break]There are paths leading toward seating to the northeast and to the west.".
Resurrection Leawood Sanctuary Lower Floor East is a room. The description is "The lower floor, eastern part, of the sanctuary opens up to seating.[paragraph break]There are paths leading to the north and to the south.".
Resurrection Leawood Sanctuary Lower Floor West is a room. The description is "The lower floor, western part, of the sanctuary opens up to seating.[paragraph break]There are paths leading to the north and to the south.".
Resurrection Leawood Sanctuary Lower Floor Northeast is a room. The description is "The lower floor, eastern part, of the sanctuary opens up to seating.[paragraph break]There is a path leading southwest.".
Resurrection Leawood Sanctuary Lower Floor Northwest is a room. The description is "The lower floor, western part, of the sanctuary opens up to seating.[paragraph break]There is a path leading southeast.".
Resurrection Leawood Sanctuary Lower Floor Center Corridor is a room. It is north of Resurrection Leawood Narthex Center. It is west of Resurrection Leawood Sanctuary Lower Floor Southeast. It is east of Resurrection Leawood Sanctuary Lower Floor Southwest. The description is "The lower floor, center part, of the sanctuary opens up to seating all around.[paragraph break]There are paths leading toward the stage to the north and to the rest of the seating to the east and west. There is an exit to the south.".
Resurrection Leawood Sanctuary Lower Floor East Corridor is a room. It is northwest of Resurrection Leawood Narthex East. It is northeast of Resurrection Leawood Sanctuary Lower Floor Southeast. It is south of Resurrection Leawood Sanctuary Lower Floor East. The description is "The lower floor, eastern part, of the sanctuary opens up to seating.[paragraph break]There are paths leading toward the stage to the northwest and to the rest of the seating to the southwest and north. There is an exit to the southeast.".
Resurrection Leawood Sanctuary Lower Floor West Corridor is a room. It is northeast of Resurrection Leawood Narthex West. It is northwest of Resurrection Leawood Sanctuary Lower Floor Southwest. It is south of Resurrection Leawood Sanctuary Lower Floor West. The description is "The lower floor, western part, of the sanctuary opens up to seating.[paragraph break]There are paths leading toward the stage to the northeast and to the rest of the seating to the southeast and north. There is an exit to the southwest.".
Resurrection Leawood Sanctuary Lower Floor Northeast Corridor is a room. It is southwest of Resurrection Leawood Sanctuary Lower Floor Northeast. It is west of Resurrection Leawood Narthex Northeast. It is north of Resurrection Leawood Sanctuary Lower Floor East. The description is "The lower floor, eastern part, of the sanctuary opens up to seating.[paragraph break]There are paths leading toward the stage to the west and to the rest of the seating to the northeast and west. There is an exit to the east.".
Resurrection Leawood Sanctuary Lower Floor Northwest Corridor is a room. It is southeast of Resurrection Leawood Sanctuary Lower Floor Northwest. It is east of Resurrection Leawood Narthex Northwest. It is north of Resurrection Leawood Sanctuary Lower Floor West. The description is "The lower floor, western part, of the sanctuary opens up to seating.[paragraph break]There are paths leading toward the stage to the east and to the rest of the seating to the northwest and south. There is an exit to the west.".
Resurrection Leawood Stage is a room. It is east of Resurrection Leawood Sanctuary Lower Floor Northwest Corridor. It is northeast of Resurrection Leawood Sanctuary Lower Floor West Corridor. It is north of Resurrection Leawood Sanctuary Lower Floor Center Corridor. It is northwest of Resurrection Leawood Sanctuary Lower Floor East Corridor. It is west of Resurrection Leawood Sanctuary Lower Floor Northeast Corridor. The description is "Complete with podium, altar, and space for musicians and a choir in the back, the stage is where the ceremonies take place.[paragraph break]There are paths in all directions.".
Resurrection Leawood Sanctuary Upper Floor West is a room. It is above Resurrection Leawood Narthex West. The description is "The upper floor, western part, of the sanctuary opens up to seating all around.[paragraph break]There is a path leading toward the rest of the seating to the east.".
Resurrection Leawood Sanctuary Upper Floor East is a room. It is above Resurrection Leawood Narthex East. It is east of Resurrection Leawood anctuary Upper Floor East. The description is "The upper floor, eastern part, of the sanctuary opens up to seating all around.[paragraph break]There is a path leading toward the rest of the seating to the west.".
Resurrection Leawood Stained Glass Window is a room. It is north of Stage. The description of Stained Glass Window is "A massive, multi-colored stained glass window featuring loads of Christian symbolism and meaning to the Church of the Resurrection. You feel awe-inspired and nearly want to pray several times as a consequence.".
Chapter 2 - The Things
[ Resurrection ]
Resurrection Leawood Baptismal Font is a fixed in place thing. It is in Resurrection Leawood Stage. The description is "An ornate font with a basin full of water.".
Resurrection Leawood Stone Water Feature of Narthex Center is a fixed in place thing. It is in Resurrection Leawood Narthex Center. The description is "A short hexagonal pillar surrounded by rock with water trickling out from the top.".
Resurrection Leawood Stone Water Feature of Narthex West is a fixed in place thing. It is in Resurrection Leawood Narthex West. The description is "A short hexagonal pillar surrounded by rock with water trickling out from the top.".
Resurrection Leawood Stone Water Feature of Narthex East is a fixed in place thing. It is in Resurrection Leawood Narthex East. The description is "A short hexagonal pillar surrounded by rock with water trickling out from the top.".
Resurrection Leawood Altar Table is a fixed in place thing. It is in Resurrection Leawood Stage. The description is "".
Buttered Toast KC Map ends here.
---- DOCUMENTATION ----
[ Copyright (C) 2022 William R. Moore <william@nerderium.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, version 3 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>. ]
This is the basic stuffs required to get a Buttered Toast game from BT Online onwards, which shall use a map similar to Kansas City, MO.

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@ -0,0 +1,36 @@
Version 1.0.0 of Buttered Toast Rules by William Moore begins here.
Chapter 1 - The Basic Commands
Understand "slap [something]" as slapping. Slapping is an action applying to one visible thing.
After slapping when the noun is a person:
say "You viciously slap [the noun]!".
Understand "poke [something]" as poking. Poking is an action applying to one visible thing.
After poking when the noun is a person:
say "You poke [the noun]."
Before reading a command:
let N be "[the player's command]";
if N is "take over kingdom",
say "What kingdom, you dumple!?";
if N is "take over world",
say "Sorry, Brain!".
Buttered Toast Rules ends here.
---- DOCUMENTATION ----
[ Copyright (C) 2022 William R. Moore <william@nerderium.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, version 3 of the License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>. ]

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