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.gitignore
vendored
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15
.gitignore
vendored
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|
||||
*.i6
|
||||
*.*blorb
|
||||
*.z8
|
||||
*.ulx
|
||||
.DS_Store
|
||||
build/
|
||||
dist/
|
||||
Release/
|
||||
Index/
|
||||
*.plist
|
||||
*.blurb
|
||||
*.iFiction
|
||||
*.log
|
||||
*.glksave
|
||||
gametext.txt
|
674
LICENSE
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674
LICENSE
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@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
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|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
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|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
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|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
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|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
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|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
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, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
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/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<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
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
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
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
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>.
|
27
Makefile
Normal file
27
Makefile
Normal file
@ -0,0 +1,27 @@
|
||||
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
|
3
README.md
Normal file
3
README.md
Normal file
@ -0,0 +1,3 @@
|
||||
# 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.
|
473
bloodreigns.inform/Source/story.ni
Normal file
473
bloodreigns.inform/Source/story.ni
Normal file
@ -0,0 +1,473 @@
|
||||
"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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422
bloodreigns.materials/Extensions/Hanon Ondricek/Easy Doors.i7x
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bloodreigns.materials/Extensions/Hanon Ondricek/Easy Doors.i7x
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@ -0,0 +1,422 @@
|
||||
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"
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -0,0 +1,132 @@
|
||||
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;
|
||||