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Commit 08ee3d4b authored by deuce's avatar deuce
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Just commit what I have since people are committing things.

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;ArrisVille & friends ref file
@#castle
;Corin's castle
@do moveback
@busy
@offmap
@show
`r0`c `%`r1 The Royal Palace `r0
`2The Arrisville castle is a picturesque stone monument that pays
homage to perseverance. Even though his mother and father have been
missing for nearly a year, `0Prince Corin`2 has kept this city strong.
@do write
`x`x
@do `v01 is 1
@choice
Ask for an audience with Corin
Leave
@if responce is 1 then do
@begin
@if `p07 < -50 then do
@begin
@show
`\`\ `2The prince refuses to grant you an audience. Apparently he's heard
of you.
`\`k
@drawmap
@update
@closescript
@end
@do `v01 is 1
@show
`\`\ `2The prince agrees to see you.
`\`k
@label ca1
@do `v01 is 1
@show
`r0`c `%`r1 Audience With The Prince `r0
`0"And how can I help you today, `n`0?" `2the prince asks.
@do write
`x`x
@choice
Tell me of rumors you've heard
Conduct business with Corin
+`t17 4 -`t17 5 I must ask a favor of you, dear prince.
+`t17 5 -`t17 6 Prince.. I am back.
>`i72 0 I have the Gryphon Moon!
End the audience
@if responce is 5 then do
@begin
@show
`\`\ `0"Incredible work!" `2the prince compliments you warmly.
`k
@do goto ca1
@end
@if responce is 4 then do
@begin
@show
`\`\ `0"What happened over there?!" `2Corin demands.
`$"Terrible things.... I barely escaped with my life. But I did not
accomplish what I came do to, so I must ask yet another boon of you..."
`k `2A few days later you are dropped off at the `4Dragon Tooth Clan's`2
headquarters.
`k
@do `i67 is 1
@do map is 705
@do x is 29
@do y is 11
@loadmap &map
@drawmap
@update
@closescript
@end
@if responce is 3 then do
@begin
@show
`\`\ `0"Anything! I have heard of your efforts to stop the Dragon Tooth Clan."`2
the prince tells you excitedly.
`k `$"Can one of your great ships take me to our enemies lair? You know the
island of which I speak, don't you."
`k `0"Yes, yes I do." `2Corin tells you somberly. `0"You may leave tommorow,
for now, you must rest."
`k`c `r1 `%Goodnight `r0
`\ `2Palace servants take you to a most wonderful room - ornamental rugs
cover much of the floors and walls, many of which contain scenes of men
doing battle with dragons and other beasts.
Your bed is large and soft. The silk sheets feel like clouds against your
skin... clouds.. this seems to follow you into your dreams.
`k`c `r1 `%All aboard! `r0
`2After a huge breakfast the prince accompanies you to the docks.
`k `0"I wish you great success in whatever it is you must do. I would that
you would take this gift, `n`0."
`k `%THE PRINCE GIVES YOU A DISGUISE!
`k `2The crew is quiet during the journey. The silence is unnerving.
`k You finally arrive.
`k
@do `i67 is 1
@bitset `t17 5 1
@do map is 705
@do x is 29
@do y is 11
@loadmap &map
@drawmap
@update
@closescript
@end
@if responce is 1 then do
@begin
@if bitcheck `t17 7 1 then do
@begin
@show
`\`\ `2Corin's face becomes earnest. `0"Things are much better now. You have
done this country a great service by taking the `%Gryphon Moon`0. If you
ever need anything, let me know."
`\`k
@do goto ca1
@end
@show
`\`\ `2Corin's face becomes earnest. `0"To be honest, there is much unrest.
The people are afraid... afraid of the `4Dragon Tooth Clan`0 and the threats
they make. I have refused to pay the tribute they demand and many fear they
will retaliate soon."
`\`k
@do goto ca1
@end
@if responce is 2 then do
@begin
@do `p20 is 6
@run getquest in quest.ref
@end
@end
@drawmap
@update
@#ghost
;The ghost quest, that haunts the .... :)
@if bitcheck `t14 4 0 then do
@begin
@if `i61 > 0 then do
@begin
@drawmap
@update
@closescript
@end
@busy
@show
`r0`c `%`r1 A Ghostly Image `r0
`3Walking down the halls of the inn you begin to hear a quiet moaning.
You look around but see nothing. The sound seems to be coming from a
wall! You move closer to hear more, the moaning seems to be getting
louder. Suddenly you notice a light, but not from a candle, it seems
to be a brilliant blue.
A transparent blue body floats out from the wall, it's a man with a
dismal look on his face moaning loudly. You're both scared an
exhilarated at the same time. `%Who is this Ghost?`3
@do write
`x`x
@do `v01 is 1
@choice
Attempt to talk to it
Fight it
Run
@if response is 1 then do
@begin
@do `i61 is 1
@show
`\`\ `%You fight back your fear and reach out towards the apparition.
As you do so the figure stops its moaning and looks to you.
`$"Who .. who are you?" `%you ask.
`%"A person .. like yourself," `3he replies. `%"I too quested for the
Red Dragon, back when we were sure of his existance. I believed I had
found my way to one of his lairs. Here in this land, in the northeast
a cave in the water. I went in hoping to find the beast, but was betrayed
by a companion."
`%"You may right my death though. `3Take this and find the cave, honor my
body..."
`%His image fades and lying where he was is a small silver ring.
`\`k
@end
@if response is 2 then do
@begin
@pauseoff
@do `p07 - 1
@show
`\`\ `%Your instincts take over as you pull out your s&weapon. The ghost
seems instantly aware of you. It speaks ...
`3"Beware the path you choose warrior, it may not be as easy as you may
think ..." `%and like that he's gone.
`bYOUR ALIGNMENT GOES DOWN BY ONE!`b
`\`k
@end
@end
@drawmap
@update
@#sh1
;Sosen house 1 person
@do moveback
@busy
@do `v01 is 1
@show
`r0`c `r1 `%Talking to Basil `r0
`2A slightly evil looking man encourages you to sit.
@do write
`x`x
@choice
Gossip
Conduct business with Basil
Leave
@if responce is 2 then do
@begin
@do `p20 is 5
@run getquest in quest.ref
@end
@if responce is 1 then do
@begin
@do `p21 random 3 1
@if `p21 is 1 then do
@begin
@show
`\`\ `0"Well.. I believe the Dragon Cult is telling the truth. The Dragon
is alive and well and serves them. You would do well to respect them."
`\`k
@end
@if `p21 is 2 then do
@begin
@show
`\`\ `0"The Koshi people will kill you if you get too close. Stay away from
where they live. Me? Of course I don't know where that is..."
`\`k
@end
@if `p21 is 3 then do
@begin
@show
`\`\ `0"This town is small. There ain't much business around here.. but I
have a few customers.. What do I sell? Don't EVER ask me that again!"
`\`k
@end
@do goto sh1
@end
@drawmap
@update
@#kosign
;Sosen house 1 person
@do moveback
@do saybar
`0Sign: `2<--- Koshi mountains. Stay away from these sick people!
@#sh2
;Sosen house 2 person
@do moveback
@do saybar
`0Matt Longsword: `2We Dragon Tooth members like to drink blood. Do you?
@#sh3
;Sosen house 3 person
@do moveback
@do saybar
`0Wise Child: There is a music shop west of Arrisville..`2My house `bsucks`2.
@#sosstore
@do moveback
@offmap
@busy
@show
`r0`c `r1 Sosen Village General Store `r0
@buymanager
26
32
33
58
59
60
40
5
@drawmap
@update
@#STORE
;The ArrisVille Store
@do moveback
@offmap
@busy
@show
`r0`c `r1 ArrisVille Store `r0
@buymanager
58
59
60
@drawmap
@update
@#inn
;The ArrisVille (tm) Inn
@do `v01 is 1
@offmap
@do moveback
@show
`r0`c `%`r1 ArrisVille Inn `r0
`2The towered Inn looks very nice - A refreshing change from what you're
used to in your travels.
A well dressed man looks up from the front desk.
`0"Good day s&sir, how may I help you?"`2
You are holding `$$&money`2.
@do write
`x`x
@choice
Get a room (`$$100`%)
Leave
@if response is 1 then do
@begin
@if money < 100 then do
@begin
@show
`\`\`2 You are short on cash. It's okay, someday you'll be able to stay
here...
`k
@drawmap
@update
@closescript
@end
@show
`\`\ `2You give the man the cash. He leads you inside...
`\`k
@do money - 100
@do x is 21
@do y is 13
@do map is 450
@loadmap 450
@drawmap
@update
@closescript
@end
@drawmap
@update
@#seth
;talking to seth (gosh, he rules!)
@do moveback
@do `v01 is 1
@show
`r0`c `r1 `%The Music Shop `r0
`2The man looks up. Somehow he looks so familiar..
`0"What can I help you with, friend?" `2he asks.
@do write
`x`x
@choice
Do I know you?
-`t14 1 >`i07 0 Can you fix my flute?
+`t14 1 -`t14 2 >`i07 0 Can you teach me how to play my flute?
Leave
@if responce is 3 then do
@begin
@show
`\`\ `2The man agrees. Half an hour later you have mastered TWO songs!
`k
@bitset `t14 2 1
@end
@if responce is 2 then do
@begin
@show
`\`\ `0"Hey there... look at this. Can you fix it? I've tried blowing it
and it don't work so hot," `2you ask.
`2The man studies your flute for sometime. He suddenly looks at you.
`0"Where did you find this?!!"
`k `2You tell him. He explains that there are only two of them in the
world - and he owns the other one. The Trondhiem Flutes each contain
special powers. If you know how to play them correctly...
`$"So are you gonna fix it, sir?"
`k `2The man laughs. `0"It isn't broken! You just didn't know how to play
it!"
`k
@bitset `t14 1 1
@do goto seth
@end
@if responce is 1 then do
@begin
@show
`\`\ `0"No, no I don't think so. I moved from Greentree a few years ago."
`$"But I come from Stonebrook! That is right next to you!!!" `2you exclaim.
`0"Oh yeah? Woah." `2After a moment or so of uncomfortable silence you
decide to move on.
`k
@do goto seth
@end
@drawmap
@update
@#sethsign
@do moveback
@do saybar
`0Sign: `2<---- The Music Shop
@#heal
@offmap
@do moveback
@do `v01 is 1
@show
`r0`c `r1 ArrisVille Master Healing `r0
`2 Master looks you over for wounds.
@do write
`x`x
@if `p02 < `p03 then do
@begin
@do `p20 is `p03
@do `p20 - `p02
@do `p20 / 2
@show
`0"You don't look so good, friend! I'll fix ya up for `$`p20`0 gold, k?"
@do write
`x`x
@choice
Heal yourself for `$$`p20`%. (you have `$$&money`%)
Limp on out.
@show
`\
@if response is 1 then do begin
@begin
@if money < `p20 then do
@begin
@show
`0"Sorry old s&boy, we don't do charity work here."
@do write
`x`x
@choice
Well come on! How am I supposed to make money when I can barely walk?
Buddy, how 'bout a little compassion for once in your life freak!
How 'bout some of your 'special' pills then?
Yes sir.
@show
@if response is 4 then do
@begin
@show
`0"That's a good lad, now get along with you!" `2 he laughs.
`k
@end
@if response is 1 then do
@begin
@show
`0"Damn it, s&boy, be a s&man for once in your life!"`2 he yells.
`k
@end
@if response is 2 then do
@begin
@show
`0"I cannot respect a man who doesn't work," `2Master informs you.
`k
@end
@if response is 3 then do
@begin
@do `p02 = 1
@show
`0"Sure. Take like uh.. these." `2 he snickers.
`2You gulp down the weird black pills
`4HIT POINTS GO DOWN TO 1.
`k
@end
@drawmap
@update
@closescript
@end
@do money - `p20
@do `p21 = `p03
@do `p21 - `p02
@do `p02 = `p03
@show
`2You feel much better as `0`p21`2 hitpoints are restored.
`k
@end
@drawmap
@update
@closescript
@end
@show
`0"You have no ailments, come back later!" `2says Master.
`k
@drawmap
@update
@#bank
@do `v01 is 1
@offmap
@do moveback
@label bankstart
@show
`r0`c `r1 `%5th Bank Of ArrisVille `r0
`2 A young clerk eyes you nervously.
@if bank more 0 then do
@begin
@show
`2 You are holding `$$&money`2, your account is at `$$&bank`2.
@end
@if bank is 0 then do
@begin
@show
`2 You currently don't have an account with them.
@end
@do write
`x`x
@choice
>&bank 0 Make a deposit.
>&bank 0 Make a withdrawal.
=&bank 0 Apply for an account here.
Leave
@if response is 3 then do
@begin
@do `v01 is 1
@show
`2The nervous boy asks you to sit down.
`0"Your full name s&sir?"
@do `s01 is NIL
@do write
`x`x
@do readstring 30 `s01
@show
`0"Your current residence?"
@do write
`x`x
@do readstring 50 `s01
@show
`0"Your net income yearly?"
@do write
`x`x
@do readnum 10
@if `v40 less 20 then do
@begin
@show
@end
@if `v40 more 19 then do
@begin
@show
`2You giggle to yourself `0-`2 how will they know you just totally lied on
that last questions?!?? You only made `b19`2 gold pieces last year!
@end
@label bankagain
@show
`0"How much would you like to open your account with?" `2(you have `$$&money`2)
@do write
`x`x
@do readnum 10 money
@if `v40 is 0 then do
@begin
@show
`2You decide you really don't want to open an account with this
branch.
`k
@do goto bankstart
@end
@if `v40 > money then do
@begin
@show
`2 You don't have this much! Try again.
@do goto bankagain
@end
@if `v40 < 50 then do
@begin
@if money < 50 then do
@begin
@show
`2The clerk eyes your shabby clothing distastefully - as if he knew
this part was coming.
`0"I'm sorry s&sir, we do require `$$50 `2to open an account. And could
you please leave the pen on your way out." `2he asks haughtily.
`k `2You carefully return the pen. `$"I'll be back someday. And you WILL
open an account for me then," `2you vow seriously.
`0"Of course you will, s&sir. Please exit now, remember, the sign does
say no loitering. And this means you." `2he says as he points to the
door.
`k
@drawmap
@update
@closescript
@end
@show
`0"S&Sir, `$$50 `0is required to open a new account!"
@do goto bankagain
@end
@do money - `v40
@do bank + `v40
@show
`0"Very good S&sir! Your new account has been opened!"
`k
@do goto bank
@end
@if response is 1 then do
@begin
@do write
`\
@label deposit
@do write
`\ `0"Deposit how much, s&sir?"`\`\`x`x
@do readnum 10 money
@if `v40 more money then do
@begin
@show
`\`\ `2Maybe you left the money in your other pants? 'cuz it sure ain't here.
@do goto deposit
@end
@if `v40 less 0 then do
@begin
@show
`\`\ `2No, this isn't happening and you aren't here.
@do goto withdraw
@end
@do money - `v40
@do bank + `v40
@do goto bankstart
@end
@if response is 2 then do
@begin
@do write
`\
@label withdraw
@do write
`\ `0"Withdraw how much, s&sir?"`\`\`x`x
@do `p21 is bank
@do `p21 - 1
@if `p21 < 0 then `p21 is 0
@do readnum 10 `p21
@if `v40 more bank then do
@begin
@show
`\`\ `2You kind of don't have that much in your account. Nice bookeeping!
@do goto withdraw
@end
@if `v40 less 0 then do
@begin
@show
`\`\ `2No, I don't think so.
@do goto withdraw
@end
@if `v40 is bank then do
@begin
@show
`0"But s&sir! This will close your account with us, are you sure you wish
to do that?" `2the clerk chokes.
@do write
`x`x
@do `v01 is 1
@choice
Ok, nevermind then.
Yeah. Get my damn money.
@if response is 1 then goto bank
@end
@do money + `v40
@do bank - `v40
@do goto bankstart
@end
@drawmap
@update
@#bank2
@do `v01 is 1
@offmap
@do moveback
@label bankstart
@show
`r0`c `r1 `%4th Bank Of Sosen `r0
`2 A young clerk eyes you nervously.
@if bank more 0 then do
@begin
@show
`2 You are holding `$$&money`2, your account is at `$$&bank`2.
@end
@if bank is 0 then do
@begin
@show
`2 You currently don't have an account with them.
@end
@do write
`x`x
@choice
>&bank 0 Make a deposit.
>&bank 0 Make a withdrawal.
=&bank 0 Apply for an account here.
Leave
@if response is 3 then do
@begin
@do `v01 is 1
@show
`2The nervous boy asks you to sit down.
`0"Your full name s&sir?"
@do `s01 is NIL
@do write
`x`x
@do readstring 30 `s01
@show
`0"Your current residence?"
@do write
`x`x
@do readstring 50 `s01
@show
`0"Your net income yearly?"
@do write
`x`x
@do readnum 10
@if `v40 less 20 then do
@begin
@show
@end
@if `v40 more 19 then do
@begin
@show
`2You giggle to yourself `0-`2 how will they know you just totally lied on
that last questions?!?? You only made `b19`2 gold pieces last year!
@end
@label bankagain
@show
`0"How much would you like to open your account with?" `2(you have `$$&money`2)
@do write
`x`x
@do readnum 10 money
@if `v40 is 0 then do
@begin
@show
`2You decide you really don't want to open an account with this
branch.
`k
@do goto bankstart
@end
@if `v40 > money then do
@begin
@show
`2 You don't have this much! Try again.
@do goto bankagain
@end
@if `v40 < 50 then do
@begin
@if money < 50 then do
@begin
@show
`2The clerk eyes your shabby clothing distastefully - as if he knew
this part was coming.
`0"I'm sorry s&sir, we do require `$$50 `2to open an account. And could
you please leave the pen on your way out." `2he asks haughtily.
`k `2You carefully return the pen. `$"I'll be back someday. And you WILL
open an account for me then," `2you vow seriously.
`0"Of course you will, s&sir. Please exit now, remember, the sign does
say no loitering. And this means you." `2he says as he points to the
door.
`k
@drawmap
@update
@closescript
@end
@show
`0"S&Sir, `$$50 `0is required to open a new account!"
@do goto bankagain
@end
@do money - `v40
@do bank + `v40
@show
`0"Very good S&sir! Your new account has been opened!"
`k
@do goto bank
@end
@if response is 1 then do
@begin
@do write
`\
@label deposit
@do write
`\ `0"Deposit how much, s&sir?"`\`\`x`x
@do readnum 10 money
@if `v40 more money then do
@begin
@show
`\`\ `2Maybe you left the money in your other pants? 'cuz it sure ain't here.
@do goto deposit
@end
@if `v40 less 0 then do
@begin
@show
`\`\ `2No, this isn't happening and you aren't here.
@do goto withdraw
@end
@do money - `v40
@do bank + `v40
@do goto bankstart
@end
@if response is 2 then do
@begin
@do write
`\
@label withdraw
@do write
`\ `0"Withdraw how much, s&sir?"`\`\`x`x
@do `p21 is bank
@do `p21 - 1
@if `p21 < 0 then `p21 is 0
@do readnum 10 `p21
@if `v40 more bank then do
@begin
@show
`\`\ `2You kind of don't have that much in your account. Nice bookeeping!
@do goto withdraw
@end
@if `v40 less 0 then do
@begin
@show
`\`\ `2No, I don't think so.
@do goto withdraw
@end
@if `v40 is bank then do
@begin
@show
`0"But s&sir! This will close your account with us, are you sure you wish
to do that?" `2the clerk chokes.
@do write
`x`x
@do `v01 is 1
@choice
Ok, nevermind then.
Yeah. Get my damn money.
@if response is 1 then goto bank
@end
@do money + `v40
@do bank - `v40
@do goto bankstart
@end
@drawmap
@update
@#TRAV
;Travel ticket place in ArrisVille
@do moveback
@offmap
@busy
@show
`r0`c `r1 ArrisVille Travel `r0
@buymanager
27
32
33
@drawmap
@update
@#LSTORE
;Store in the Sosen Village
@OFFMAP
@DO MOVEBACK
@#nomore
;ArrisVille & friends ref file
@#castle
;Corin's castle
@do moveback
@busy
@offmap
@show
`r0`c `%`r1 The Royal Palace `r0
`2The Arrisville castle is a picturesque stone monument that pays
homage to perseverance. Even though his mother and father have been
missing for nearly a year, `0Prince Corin`2 has kept this city strong.
@do write
`x`x
@do `v01 is 1
@choice
Ask for an audience with Corin
Leave
@if responce is 1 then do
@begin
@if `p07 < -50 then do
@begin
@show
`\`\ `2The prince refuses to grant you an audience. Apparently he's heard
of you.
`\`k
@drawmap
@update
@closescript
@end
@do `v01 is 1
@show
`\`\ `2The prince agrees to see you.
`\`k
@label ca1
@do `v01 is 1
@show
`r0`c `%`r1 Audience With The Prince `r0
`0"And how can I help you today, `n`0?" `2the prince asks.
@do write
`x`x
@choice
Tell me of rumors you've heard
Conduct business with Corin
+`t17 4 -`t17 5 I must ask a favor of you, dear prince.
+`t17 5 -`t17 6 Prince.. I am back.
>`i72 0 I have the Gryphon Moon!
End the audience
@if responce is 5 then do
@begin
@show
`\`\ `0"Incredible work!" `2the prince compliments you warmly.
`k
@do goto ca1
@end
@if responce is 4 then do
@begin
@show
`\`\ `0"What happened over there?!" `2Corin demands.
`$"Terrible things.... I barely escaped with my life. But I did not
accomplish what I came do to, so I must ask yet another boon of you..."
`k `2A few days later you are dropped off at the `4Dragon Tooth Clan's`2
headquarters.
`k
@do `i67 is 1
@do map is 705
@do x is 29
@do y is 11
@loadmap &map
@drawmap
@update
@closescript
@end
@if responce is 3 then do
@begin
@show
`\`\ `0"Anything! I have heard of your efforts to stop the Dragon Tooth Clan."`2
the prince tells you excitedly.
`k `$"Can one of your great ships take me to our enemies lair? You know the
island of which I speak, don't you."
`k `0"Yes, yes I do." `2Corin tells you somberly. `0"You may leave tommorow,
for now, you must rest."
`k`c `r1 `%Goodnight `r0
`\ `2Palace servants take you to a most wonderful room - ornamental rugs
cover much of the floors and walls, many of which contain scenes of men
doing battle with dragons and other beasts.
Your bed is large and soft. The silk sheets feel like clouds against your
skin... clouds.. this seems to follow you into your dreams.
`k`c `r1 `%All aboard! `r0
`2After a huge breakfast the prince accompanies you to the docks.
`k `0"I wish you great success in whatever it is you must do. I would that
you would take this gift, `n`0."
`k `%THE PRINCE GIVES YOU A DISGUISE!
`k `2The crew is quiet during the journey. The silence is unnerving.
`k You finally arrive.
`k
@do `i67 is 1
@bitset `t17 5 1
@do map is 705
@do x is 29
@do y is 11
@loadmap &map
@drawmap
@update
@closescript
@end
@if responce is 1 then do
@begin
@if bitcheck `t17 7 1 then do
@begin
@show
`\`\ `2Corin's face becomes earnest. `0"Things are much better now. You have
done this country a great service by taking the `%Gryphon Moon`0. If you
ever need anything, let me know."
`\`k
@do goto ca1
@end
@show
`\`\ `2Corin's face becomes earnest. `0"To be honest, there is much unrest.
The people are afraid... afraid of the `4Dragon Tooth Clan`0 and the threats
they make. I have refused to pay the tribute they demand and many fear they
will retaliate soon."
`\`k
@do goto ca1
@end
@if responce is 2 then do
@begin
@do `p20 is 6
@run getquest in quest.ref
@end
@end
@drawmap
@update
@#ghost
;The ghost quest, that haunts the .... :)
@if bitcheck `t14 4 0 then do
@begin
@if `i61 > 0 then do
@begin
@drawmap
@update
@closescript
@end
@busy
@show
`r0`c `%`r1 A Ghostly Image `r0
`3Walking down the halls of the inn you begin to hear a quiet moaning.
You look around but see nothing. The sound seems to be coming from a
wall! You move closer to hear more, the moaning seems to be getting
louder. Suddenly you notice a light, but not from a candle, it seems
to be a brilliant blue.
A transparent blue body floats out from the wall, it's a man with a
dismal look on his face moaning loudly. You're both scared an
exhilarated at the same time. `%Who is this Ghost?`3
@do write
`x`x
@do `v01 is 1
@choice
Attempt to talk to it
Fight it
Run
@if response is 1 then do
@begin
@do `i61 is 1
@show
`\`\ `%You fight back your fear and reach out towards the apparition.
As you do so the figure stops its moaning and looks to you.
`$"Who .. who are you?" `%you ask.
`%"A person .. like yourself," `3he replies. `%"I too quested for the
Red Dragon, back when we were sure of his existance. I believed I had
found my way to one of his lairs. Here in this land, in the northeast
a cave in the water. I went in hoping to find the beast, but was betrayed
by a companion."
`%"You may right my death though. `3Take this and find the cave, honor my
body..."
`%His image fades and lying where he was is a small silver ring.
`\`k
@end
@if response is 2 then do
@begin
@pauseoff
@do `p07 - 1
@show
`\`\ `%Your instincts take over as you pull out your s&weapon. The ghost
seems instantly aware of you. It speaks ...
`3"Beware the path you choose warrior, it may not be as easy as you may
think ..." `%and like that he's gone.
`bYOUR ALIGNMENT GOES DOWN BY ONE!`b
`\`k
@end
@end
@drawmap
@update
@#sh1
;Sosen house 1 person
@do moveback
@busy
@do `v01 is 1
@show
`r0`c `r1 `%Talking to Basil `r0
`2A slightly evil looking man encourages you to sit.
@do write
`x`x
@choice
Gossip
Conduct business with Basil
Leave
@if responce is 2 then do
@begin
@do `p20 is 5
@run getquest in quest.ref
@end
@if responce is 1 then do
@begin
@do `p21 random 3 1
@if `p21 is 1 then do
@begin
@show
`\`\ `0"Well.. I believe the Dragon Cult is telling the truth. The Dragon
is alive and well and serves them. You would do well to respect them."
`\`k
@end
@if `p21 is 2 then do
@begin
@show
`\`\ `0"The Koshi people will kill you if you get too close. Stay away from
where they live. Me? Of course I don't know where that is..."
`\`k
@end
@if `p21 is 3 then do
@begin
@show
`\`\ `0"This town is small. There ain't much business around here.. but I
have a few customers.. What do I sell? Don't EVER ask me that again!"
`\`k
@end
@do goto sh1
@end
@drawmap
@update
@#kosign
;Sosen house 1 person
@do moveback
@do saybar
`0Sign: `2<--- Koshi mountains. Stay away from these sick people!
@#sh2
;Sosen house 2 person
@do moveback
@do saybar
`0Matt Longsword: `2We Dragon Tooth members like to drink blood. Do you?
@#sh3
;Sosen house 3 person
@do moveback
@do saybar
`0Wise Child: There is a music shop west of Arrisville..`2My house `bsucks`2.
@#sosstore
@do moveback
@offmap
@busy
@show
`r0`c `r1 Sosen Village General Store `r0
@buymanager
26
32
33
58
59
60
40
5
@drawmap
@update
@#STORE
;The ArrisVille Store
@do moveback
@offmap
@busy
@show
`r0`c `r1 ArrisVille Store `r0
@buymanager
58
59
60
@drawmap
@update
@#inn
;The ArrisVille (tm) Inn
@do `v01 is 1
@offmap
@do moveback
@show
`r0`c `%`r1 ArrisVille Inn `r0
`2The towered Inn looks very nice - A refreshing change from what you're
used to in your travels.
A well dressed man looks up from the front desk.
`0"Good day s&sir, how may I help you?"`2
You are holding `$$&money`2.
@do write
`x`x
@choice
Get a room (`$$100`%)
Leave
@if response is 1 then do
@begin
@if money < 100 then do
@begin
@show
`\`\`2 You are short on cash. It's okay, someday you'll be able to stay
here...
`k
@drawmap
@update
@closescript
@end
@show
`\`\ `2You give the man the cash. He leads you inside...
`\`k
@do money - 100
@do x is 21
@do y is 13
@do map is 450
@loadmap 450
@drawmap
@update
@closescript
@end
@drawmap
@update
@#seth
;talking to seth (gosh, he rules!)
@do moveback
@do `v01 is 1
@show
`r0`c `r1 `%The Music Shop `r0
`2The man looks up. Somehow he looks so familiar..
`0"What can I help you with, friend?" `2he asks.
@do write
`x`x
@choice
Do I know you?
-`t14 1 >`i07 0 Can you fix my flute?
+`t14 1 -`t14 2 >`i07 0 Can you teach me how to play my flute?
Leave
@if responce is 3 then do
@begin
@show
`\`\ `2The man agrees. Half an hour later you have mastered TWO songs!
`k
@bitset `t14 2 1
@end
@if responce is 2 then do
@begin
@show
`\`\ `0"Hey there... look at this. Can you fix it? I've tried blowing it
and it don't work so hot," `2you ask.
`2The man studies your flute for sometime. He suddenly looks at you.
`0"Where did you find this?!!"
`k `2You tell him. He explains that there are only two of them in the
world - and he owns the other one. The Trondhiem Flutes each contain
special powers. If you know how to play them correctly...
`$"So are you gonna fix it, sir?"
`k `2The man laughs. `0"It isn't broken! You just didn't know how to play
it!"
`k
@bitset `t14 1 1
@do goto seth
@end
@if responce is 1 then do
@begin
@show
`\`\ `0"No, no I don't think so. I moved from Greentree a few years ago."
`$"But I come from Stonebrook! That is right next to you!!!" `2you exclaim.
`0"Oh yeah? Woah." `2After a moment or so of uncomfortable silence you
decide to move on.
`k
@do goto seth
@end
@drawmap
@update
@#sethsign
@do moveback
@do saybar
`0Sign: `2<---- The Music Shop
@#heal
@offmap
@do moveback
@do `v01 is 1
@show
`r0`c `r1 ArrisVille Master Healing `r0
`2 Master looks you over for wounds.
@do write
`x`x
@if `p02 < `p03 then do
@begin
@do `p20 is `p03
@do `p20 - `p02
@do `p20 / 2
@show
`0"You don't look so good, friend! I'll fix ya up for `$`p20`0 gold, k?"
@do write
`x`x
@choice
Heal yourself for `$$`p20`%. (you have `$$&money`%)
Limp on out.
@show
`\
@if response is 1 then do begin
@begin
@if money < `p20 then do
@begin
@show
`0"Sorry old s&boy, we don't do charity work here."
@do write
`x`x
@choice
Well come on! How am I supposed to make money when I can barely walk?
Buddy, how 'bout a little compassion for once in your life freak!
How 'bout some of your 'special' pills then?
Yes sir.
@show
@if response is 4 then do
@begin
@show
`0"That's a good lad, now get along with you!" `2 he laughs.
`k
@end
@if response is 1 then do
@begin
@show
`0"Damn it, s&boy, be a s&man for once in your life!"`2 he yells.
`k
@end
@if response is 2 then do
@begin
@show
`0"I cannot respect a man who doesn't work," `2Master informs you.
`k
@end
@if response is 3 then do
@begin
@do `p02 = 1
@show
`0"Sure. Take like uh.. these." `2 he snickers.
`2You gulp down the weird black pills
`4HIT POINTS GO DOWN TO 1.
`k
@end
@drawmap
@update
@closescript
@end
@do money - `p20
@do `p21 = `p03
@do `p21 - `p02
@do `p02 = `p03
@show
`2You feel much better as `0`p21`2 hitpoints are restored.
`k
@end
@drawmap
@update
@closescript
@end
@show
`0"You have no ailments, come back later!" `2says Master.
`k
@drawmap
@update
@#bank
@do `v01 is 1
@offmap
@do moveback
@label bankstart
@show
`r0`c `r1 `%5th Bank Of ArrisVille `r0
`2 A young clerk eyes you nervously.
@if bank more 0 then do
@begin
@show
`2 You are holding `$$&money`2, your account is at `$$&bank`2.
@end
@if bank is 0 then do
@begin
@show
`2 You currently don't have an account with them.
@end
@do write
`x`x
@choice
>&bank 0 Make a deposit.
>&bank 0 Make a withdrawal.
=&bank 0 Apply for an account here.
Leave
@if response is 3 then do
@begin
@do `v01 is 1
@show
`2The nervous boy asks you to sit down.
`0"Your full name s&sir?"
@do `s01 is NIL
@do write
`x`x
@do readstring 30 `s01
@show
`0"Your current residence?"
@do write
`x`x
@do readstring 50 `s01
@show
`0"Your net income yearly?"
@do write
`x`x
@do readnum 10
@if `v40 less 20 then do
@begin
@show
@end
@if `v40 more 19 then do
@begin
@show
`2You giggle to yourself `0-`2 how will they know you just totally lied on
that last questions?!?? You only made `b19`2 gold pieces last year!
@end
@label bankagain
@show
`0"How much would you like to open your account with?" `2(you have `$$&money`2)
@do write
`x`x
@do readnum 10 money
@if `v40 is 0 then do
@begin
@show
`2You decide you really don't want to open an account with this
branch.
`k
@do goto bankstart
@end
@if `v40 > money then do
@begin
@show
`2 You don't have this much! Try again.
@do goto bankagain
@end
@if `v40 < 50 then do
@begin
@if money < 50 then do
@begin
@show
`2The clerk eyes your shabby clothing distastefully - as if he knew
this part was coming.
`0"I'm sorry s&sir, we do require `$$50 `2to open an account. And could
you please leave the pen on your way out." `2he asks haughtily.
`k `2You carefully return the pen. `$"I'll be back someday. And you WILL
open an account for me then," `2you vow seriously.
`0"Of course you will, s&sir. Please exit now, remember, the sign does
say no loitering. And this means you." `2he says as he points to the
door.
`k
@drawmap
@update
@closescript
@end
@show
`0"S&Sir, `$$50 `0is required to open a new account!"
@do goto bankagain
@end
@do money - `v40
@do bank + `v40
@show
`0"Very good S&sir! Your new account has been opened!"
`k
@do goto bank
@end
@if response is 1 then do
@begin
@do write
`\
@label deposit
@do write
`\ `0"Deposit how much, s&sir?"`\`\`x`x
@do readnum 10 money
@if `v40 more money then do
@begin
@show
`\`\ `2Maybe you left the money in your other pants? 'cuz it sure ain't here.
@do goto deposit
@end
@if `v40 less 0 then do
@begin
@show
`\`\ `2No, this isn't happening and you aren't here.
@do goto withdraw
@end
@do money - `v40
@do bank + `v40
@do goto bankstart
@end
@if response is 2 then do
@begin
@do write
`\
@label withdraw
@do write
`\ `0"Withdraw how much, s&sir?"`\`\`x`x
@do `p21 is bank
@do `p21 - 1
@if `p21 < 0 then `p21 is 0
@do readnum 10 `p21
@if `v40 more bank then do
@begin
@show
`\`\ `2You kind of don't have that much in your account. Nice bookeeping!
@do goto withdraw
@end
@if `v40 less 0 then do
@begin
@show
`\`\ `2No, I don't think so.
@do goto withdraw
@end
@if `v40 is bank then do
@begin
@show
`0"But s&sir! This will close your account with us, are you sure you wish
to do that?" `2the clerk chokes.
@do write
`x`x
@do `v01 is 1
@choice
Ok, nevermind then.
Yeah. Get my damn money.
@if response is 1 then goto bank
@end
@do money + `v40
@do bank - `v40
@do goto bankstart
@end
@drawmap
@update
@#bank2
@do `v01 is 1
@offmap
@do moveback
@label bankstart
@show
`r0`c `r1 `%4th Bank Of Sosen `r0
`2 A young clerk eyes you nervously.
@if bank more 0 then do
@begin
@show
`2 You are holding `$$&money`2, your account is at `$$&bank`2.
@end
@if bank is 0 then do
@begin
@show
`2 You currently don't have an account with them.
@end
@do write
`x`x
@choice
>&bank 0 Make a deposit.
>&bank 0 Make a withdrawal.
=&bank 0 Apply for an account here.
Leave
@if response is 3 then do
@begin
@do `v01 is 1
@show
`2The nervous boy asks you to sit down.
`0"Your full name s&sir?"
@do `s01 is NIL
@do write
`x`x
@do readstring 30 `s01
@show
`0"Your current residence?"
@do write
`x`x
@do readstring 50 `s01
@show
`0"Your net income yearly?"
@do write
`x`x
@do readnum 10
@if `v40 less 20 then do
@begin
@show
@end
@if `v40 more 19 then do
@begin
@show
`2You giggle to yourself `0-`2 how will they know you just totally lied on
that last questions?!?? You only made `b19`2 gold pieces last year!
@end
@label bankagain
@show
`0"How much would you like to open your account with?" `2(you have `$$&money`2)
@do write
`x`x
@do readnum 10 money
@if `v40 is 0 then do
@begin
@show
`2You decide you really don't want to open an account with this
branch.
`k
@do goto bankstart
@end
@if `v40 > money then do
@begin
@show
`2 You don't have this much! Try again.
@do goto bankagain
@end
@if `v40 < 50 then do
@begin
@if money < 50 then do
@begin
@show
`2The clerk eyes your shabby clothing distastefully - as if he knew
this part was coming.
`0"I'm sorry s&sir, we do require `$$50 `2to open an account. And could
you please leave the pen on your way out." `2he asks haughtily.
`k `2You carefully return the pen. `$"I'll be back someday. And you WILL
open an account for me then," `2you vow seriously.
`0"Of course you will, s&sir. Please exit now, remember, the sign does
say no loitering. And this means you." `2he says as he points to the
door.
`k
@drawmap
@update
@closescript
@end
@show
`0"S&Sir, `$$50 `0is required to open a new account!"
@do goto bankagain
@end
@do money - `v40
@do bank + `v40
@show
`0"Very good S&sir! Your new account has been opened!"
`k
@do goto bank
@end
@if response is 1 then do
@begin
@do write
`\
@label deposit
@do write
`\ `0"Deposit how much, s&sir?"`\`\`x`x
@do readnum 10 money
@if `v40 more money then do
@begin
@show
`\`\ `2Maybe you left the money in your other pants? 'cuz it sure ain't here.
@do goto deposit
@end
@if `v40 less 0 then do
@begin
@show
`\`\ `2No, this isn't happening and you aren't here.
@do goto withdraw
@end
@do money - `v40
@do bank + `v40
@do goto bankstart
@end
@if response is 2 then do
@begin
@do write
`\
@label withdraw
@do write
`\ `0"Withdraw how much, s&sir?"`\`\`x`x
@do `p21 is bank
@do `p21 - 1
@if `p21 < 0 then `p21 is 0
@do readnum 10 `p21
@if `v40 more bank then do
@begin
@show
`\`\ `2You kind of don't have that much in your account. Nice bookeeping!
@do goto withdraw
@end
@if `v40 less 0 then do
@begin
@show
`\`\ `2No, I don't think so.
@do goto withdraw
@end
@if `v40 is bank then do
@begin
@show
`0"But s&sir! This will close your account with us, are you sure you wish
to do that?" `2the clerk chokes.
@do write
`x`x
@do `v01 is 1
@choice
Ok, nevermind then.
Yeah. Get my damn money.
@if response is 1 then goto bank
@end
@do money + `v40
@do bank - `v40
@do goto bankstart
@end
@drawmap
@update
@#TRAV
;Travel ticket place in ArrisVille
@do moveback
@offmap
@busy
@show
`r0`c `r1 ArrisVille Travel `r0
@buymanager
27
32
33
@drawmap
@update
@#LSTORE
;Store in the Sosen Village
@OFFMAP
@DO MOVEBACK
@#nomore
;Ref for all boating stuff (Go Gilligan!)
@#BSIGN
;A stock message outline
@DO SAYBAR
`2You're on a boat!!!
@DO MOVEBACK
@#BOAT
;The actual travel boat
@DO MOVEBACK
@BUSY
@DO `v01 is 1
@SHOW
`r0`c `r1 Looks like a chartering ship `r0
`2A small man with a checkboard greets you `0"Tickets please..."
@DO WRITE
`x`x
@CHOICE
I was just looking around actually
>`i26 0 Show him your ticket to ArrisVille
>`i27 0 Show him your ticket to Sosen Village
>`i33 0 Show him your ticket to FlagCity
>`i32 0 Show him your ticket to PortTown
@IF RESPONSE IS 1 THEN DO
@Begin
@Show
`\`\ `$"Just admiring your nice ship here,"`2 you say.
`\`k `0"How nice, please leave" `2he snaps.
`\`k
@DRAWMAP
@UPDATE
@CLOSESCRIPT
@End
;ticket to ArrisVille
@IF RESPONSE IS 2 THEN DO
;ticket to Arrisville
@Begin
@do `i26 - 1
@do `p13 is 3
@Show
`\`\ `0"Allrighty then, let's go!" `2The man replies.
`\`k
@loadmap 444
@do map is 444
@do x is 66
@do y is 19
@DRAWMAP
@DO SAYBAR
`2Welcome to Arrisville.
@UPDATE
@CLOSESCRIPT
@End
;ticket to Sosen Village
@IF RESPONSE IS 3 THEN DO
@Begin
@do `i27 - 1
@do `p13 is 3
@Show
`\`\ `0"Allrighty then, let's go!" `2The man replies.
`\`k
@loadmap 536
@do map is 536
@do x is 40
@do y is 18
@DRAWMAP
@DO SAYBAR
`2Welcome to Sosen Village.
@UPDATE
@CLOSESCRIPT
@End
;ticket to FlagCity
@IF RESPONSE IS 4 THEN DO
@Begin
@do `i33 - 1
@do `p13 is 2
@Show
`\`\ `0"Allrighty then, let's go!" `2The man replies.
`\`k
@loadmap 71
@do map is 71
@do x is 38
@do y is 14
@DRAWMAP
@DO SAYBAR
`2Welcome to FlagCity.
@UPDATE
@CLOSESCRIPT
@End
;ticket to PortTown
@IF RESPONSE IS 5 THEN DO
@Begin
@do `i32 - 1
@do `p13 is 1
@Show
`\`\ `0"PortTown? Good choice, let's go!" `2The man replies.
`\`k
@loadmap 152
@do map is 152
@do x is 38
@do y is 2
@DRAWMAP
@DO SAYBAR
`2Welcome to PortTown.
@UPDATE
@CLOSESCRIPT
@End
@#nomore
;Ref for all boating stuff (Go Gilligan!)
@#BSIGN
;A stock message outline
@DO SAYBAR
`2You're on a boat!!!
@DO MOVEBACK
@#BOAT
;The actual travel boat
@DO MOVEBACK
@BUSY
@DO `v01 is 1
@SHOW
`r0`c `r1 Looks like a chartering ship `r0
`2A small man with a checkboard greets you `0"Tickets please..."
@DO WRITE
`x`x
@CHOICE
I was just looking around actually
>`i26 0 Show him your ticket to ArrisVille
>`i27 0 Show him your ticket to Sosen Village
>`i33 0 Show him your ticket to FlagCity
>`i32 0 Show him your ticket to PortTown
@IF RESPONSE IS 1 THEN DO
@Begin
@Show
`\`\ `$"Just admiring your nice ship here,"`2 you say.
`\`k `0"How nice, please leave" `2he snaps.
`\`k
@DRAWMAP
@UPDATE
@CLOSESCRIPT
@End
;ticket to ArrisVille
@IF RESPONSE IS 2 THEN DO
;ticket to Arrisville
@Begin
@do `i26 - 1
@do `p13 is 3
@Show
`\`\ `0"Allrighty then, let's go!" `2The man replies.
`\`k
@loadmap 444
@do map is 444
@do x is 66
@do y is 19
@DRAWMAP
@DO SAYBAR
`2Welcome to Arrisville.
@UPDATE
@CLOSESCRIPT
@End
;ticket to Sosen Village
@IF RESPONSE IS 3 THEN DO
@Begin
@do `i27 - 1
@do `p13 is 3
@Show
`\`\ `0"Allrighty then, let's go!" `2The man replies.
`\`k
@loadmap 536
@do map is 536
@do x is 40
@do y is 18
@DRAWMAP
@DO SAYBAR
`2Welcome to Sosen Village.
@UPDATE
@CLOSESCRIPT
@End
;ticket to FlagCity
@IF RESPONSE IS 4 THEN DO
@Begin
@do `i33 - 1
@do `p13 is 2
@Show
`\`\ `0"Allrighty then, let's go!" `2The man replies.
`\`k
@loadmap 71
@do map is 71
@do x is 38
@do y is 14
@DRAWMAP
@DO SAYBAR
`2Welcome to FlagCity.
@UPDATE
@CLOSESCRIPT
@End
;ticket to PortTown
@IF RESPONSE IS 5 THEN DO
@Begin
@do `i32 - 1
@do `p13 is 1
@Show
`\`\ `0"PortTown? Good choice, let's go!" `2The man replies.
`\`k
@loadmap 152
@do map is 152
@do x is 38
@do y is 2
@DRAWMAP
@DO SAYBAR
`2Welcome to PortTown.
@UPDATE
@CLOSESCRIPT
@End
@#nomore
This diff is collapsed.
This diff is collapsed.
;note to .ref masters:
;replace castle1 with something else to use this .ref for other dwellings
;this .ref uses no long term vars, instead it makes its own data file - this
;means upgrading the game will not make people 'lose ownership' of their
;stuff.
@#MYBANK
;team treasury
@do moveback
@do `p20 is 0
@if tres1.dat exist true then do
@begin
@readfile tres1.dat
`p20
@
@end
@clearblock 20 21
@do move 3 21
@do write
`r0`2 Treasury is at `$$`p20`2 - (`0T`2)ake, (`0L`2)eave or (`0N`2)evermind? [`0N`2] :`%`x
@do readspecial `s01 NTL
@if `s01 is N then do
@begin
@do saybar
You close the safe, carefully.
@closescript
@end
@if `s01 is T then do
@begin
@do move 5 23
@do write
`0`r0Amount? `0: `%
@do readnum 10 0
@do `p21 is `v40
@if `p21 < 1 then `p21 is 0
@if `p21 > `p20 then do
@begin
@clearblock 21 24
@do saybar
Not enough in here for that.
@closescript
@end
@if `p21 is 0 then do
@begin
@clearblock 21 24
@do saybar
You take nothing.
@closescript
@end
//withdrawl.. we read from the file again so cheating won't be possible with
//correct timing
@readfile tres1.dat
`p20
@
@if `p20 < `p21 then do
@begin
@clearblock 21 24
@do saybar
Oh no! Someone took the money while you were thinking about it!
@closescript
@end
@do `p20 - `p21
@do money + `p21
@do delete tres1.dat
@writefile tres1.dat
`p20
@
@clearblock 21 24
@do saybar
`2You take `$`p21`2 from the treasury.
//if not owner, lets notify him
@readfile castle1.dat
`p20
`s01
@
;load owner and current password
@if `p20 not &playernum then do
@begin
@writefile mail\mail`p20.dat
`0Runion Keep Reports:
`2-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
`0 `n`2 has taken `$$`p21 `2from the treasury.
@end
@closescript
@end
@if `s01 is L then do
@begin
@do move 5 23
@do write
`0`r0Amount? `0: `%
@do readnum 10 &money
@do `p21 is `v40
@if `p21 < 1 then `p21 is 0
@if `p21 > money then do
@begin
@clearblock 21 24
@do saybar
You are not carrying that much!
@closescript
@end
@if `p21 is 0 then do
@begin
@clearblock 21 24
@do saybar
You decide to leave nothing. Ha!
@closescript
@end
@do money - `p21
//deposit.. we read from the file again so cheating won't be possible with
//correct timing
@readfile tres1.dat
`p20
@
@do `p20 + `p21
@do delete tres1.dat
@writefile tres1.dat
`p20
@
@clearblock 21 24
//if not owner, lets notify him
@readfile castle1.dat
`p20
`s01
@
;load owner and current password
@if `p20 not &playernum then do
@begin
@writefile mail\mail`p20.dat
`0Runion Keep Reports:
`2-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
`0 `n`2 has deposited `$$`p21 `2to the treasury.
@end
@do saybar
`2You leave `$`p21`2 in the treasury.
@closescript
@end
@#TOWER
;Tower in the castle
@DO SAYBAR
`2The tower on this castle is not ready yet.
@do moveback
@#doorguard
@do moveback
@label startg
;guy who owns on it pushes against the door guard symbol. This lets him
;control the password to gain entrance to the castle, as well as sell it
;back or transfer ownership.
@if castle1.dat exist false then do
@begin
@do saybar
`0"You have 5 minutes to vacate this keep!" `2the guard barks.
@closescript
@end
@readfile castle1.dat
`p20
`s01
@
;load owner and current password
@if `p20 not &playernum then do
@begin
@do saybar
You wave to the door guard, nice of him to let you in.
@closescript
@end
@busy
@do `v01 is 1 ;set default choice to 1
@show
`r0`c `r1 Instructing your servants `r0
`2The huge doorguard snaps to attention when he sees you are going to
address him.
@do write
`x`x
@choice
Set password to gain entrance (currently is `0`s01`%)
Ownership options
Leave
@
@if responce is 2 then do
@begin
@show
`r0`c `r1 Ownership Options `r0
`2You retrieve your deed and carefully look it over.
@do `v01 is 1
@do write
`x`x
@choice
Transfer deed to someone else
Sell property back to the bank for `$1,500`%.
Do nothing of the sort
@if response is 1 then do
@begin
@show
`\`\ `2Transfer to whom?
@chooseplayer `p20
@if `p20 is 0 then do
@begin
@show
`2You decide to keep your domain - for now.`\`\`k
@do goto startg
@end
@do `s02 is getname `p20
@show
`2 Are you sure you wish to give your keep to `0`s02`2?
@do write
`x`x
@choice
Yes
Not on your life.
@if responce is 2 then do
@begin
@show
`\`\ `2You decide to keep your domain - for now.`\`\`k
@do goto startg
@end
@do delete castle1.dat
@writefile castle1.dat
`p20
`s01
@writefile mail\mail`p20.dat
`0Business note:
`2-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
`0 `n`2 has transferred ownership of Runion Keep to you.
Password to enter will remain `0"`s01"`2 unless
`2you come by and change it.
@do addlog
`0`n`2 has given `%Runion Keep`2 to `0`s02`2!
@routine seperate in gametxt.ref
@show
`\`\ `2Deed transfered. Oh well - it was fun while it lasted.`\`\`k
@do goto done
@end
@if response is 2 then do
@begin
@show
`\`\`2 Are you sure you wish to sell your keep back to the bank?`\
@do `v01 is 1
@do write
`x`x
@choice
Yes
Not on your life.
@if responce is 2 then do
@begin
@show
`\`\ `2You decide to keep your domain - for now.`\`\`k
@do goto startg
@end
@do delete castle1.dat
@do money + 1500
@show
`\`\ `%KEEP SOLD!`2`\`\`k
@do addlog
`0`n`2 has sold `%Runion Keep`2 back to the bank!
@routine seperate in gametxt.ref
@do goto done
@end
@do goto startg
@end
@if responce is 1 then do
@begin
@do write
`\`\ `0"And the new password, s&sir?" `2(enter `4NONE`2 for no access to anyone)`\ `2Password:`x
@do readstring 40 `s01 `s01
@do `p20 is length `s01
@if `p20 < 2 then do
@begin
@show
`\`\ `2You decide the current password is ok.`\`\`k
@do goto startg
@end
@do delete castle1.dat
@writefile castle1.dat
&playernum
`s01
@show
`\`\ `0"Yes s&sir, I will not forget it!" `2the guard promises.`\`\`k
@do goto startg
@end
@drawmap
@update
@#sign
@do moveback
@if castle1.dat exist false then do
@begin
@do saybar
Runion Keep - For sale cheap, enquire inside.
@end
@if castle1.dat exist true then do
@begin
@readfile castle1.dat
`p20
`s01
@
@do `s01 is getname `p20
@do saybar
`2Property of `0`s01`2.
@end
@#enter
@do moveback
@offmap
@if castle1.dat exist false then do
@begin
@show
`r0`c `r1 `%For Sale `r0
`2Runion Keep was once a magnificient structure that housed many of
the royal families. Now it houses dust and decay.
It is for sale, however. The asking price is `$$3,000`2.
@do `v01 is 1
@do write
`x`x
@choice
>&money 2999 Purchase it.
<&money 3000 Sigh wistfully and leave since you don't have enough.
>&money 2999 Leave.
@
@if responce is 1 then do
@begin
@if castle1.dat exist true then do
@begin
@show
`\`\ `2Oh crap! Someone bought it while you were thinking about it. You
will regret your snail like thinking for the rest of your days.`\`\`k
@do goto done
@end
@writefile castle1.dat
&playernum
NONE
@do money - 3000
@do addlog
`0`n `2buys `%Runion Keep`2!
@routine seperate in gametxt.ref
@show
`r0`c `r1 `%Why hello there, landowner! `r0
`\`2 Nice job! You now own this keep!
`k `0As a special bonus, two beds and a door guard are included!
`2Enjoy your new home.`\`\`k
@end
@label done
@drawmap
@update
@closescript
@end
@readfile castle1.dat
`p20
`s01
@
@do `p21 is deleted `p20
@if `p21 is 1 then do
@begin
;owner got deleted!!! Lets put it up for sale again.
@do delete castle1.dat
@do addlog
`%Runion Keep`2 is put on the market today.
@routine seperate in gametxt.ref
;run script again
@do goto enter
@end
@if `p20 not &playernum then do
@begin
@do `s02 is getname `p20
@do upcase `s01
@if `s01 is NONE then do
@begin
@show
`r0`c `r1 None shall pass `r0
`2You pound on the door for some time before you get an answer.
`0"Master `s02`0 has declared that `4NO`0 visitors shall be allowed!" `2a
voice calls from behind the wall.
`4Ouch!
`k
@do goto done
@end
@show
`r0`c `r1 Stand and unfold thyself `r0
`2 A head pops over the gate. `0"Halt, you! What business have you with
my lord and master, `%`s02`0?" `2the door guard asks.
@do write
`x`x
@do `v01 is 1
@choice
Offer an explanation.
Visit later.
@if response is 1 then do
@begin
@do write
`\`\ `2Say what? :`x
@do readstring 40 NIL `s03
@do upcase `s03
@do upcase `s01
@if `s03 is `s01 then do
@begin
@show
`\`\ `0"Welcome to `%Runion Keep`0,"`2 the guard smiles as he opens the gate.`\`\`k
@do goto letmein
@end
@writefile mail\mail`p20.dat
`0Runion Keep Reports:
`2-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
`0 `n`2 attempted to sweet talk the guard by saying
`0"`s03"`2. `2He was `bNOT`2 allowed in.
@show
`\`\ `2The guard doesn't look too interested.`\`\`k
@do goto done
@end
@do goto done
@end
;let him in
@label letmein
@do x is 39
@do y is 19
@do map is 1361
@loadmap 1361
@do goto done
@#done
;note to .ref masters:
;replace castle1 with something else to use this .ref for other dwellings
;this .ref uses no long term vars, instead it makes its own data file - this
;means upgrading the game will not make people 'lose ownership' of their
;stuff.
@#MYBANK
;team treasury
@do moveback
@do `p20 is 0
@if tres1.dat exist true then do
@begin
@readfile tres1.dat
`p20
@
@end
@clearblock 20 21
@do move 3 21
@do write
`r0`2 Treasury is at `$$`p20`2 - (`0T`2)ake, (`0L`2)eave or (`0N`2)evermind? [`0N`2] :`%`x
@do readspecial `s01 NTL
@if `s01 is N then do
@begin
@do saybar
You close the safe, carefully.
@closescript
@end
@if `s01 is T then do
@begin
@do move 5 23
@do write
`0`r0Amount? `0: `%
@do readnum 10 0
@do `p21 is `v40
@if `p21 < 1 then `p21 is 0
@if `p21 > `p20 then do
@begin
@clearblock 21 24
@do saybar
Not enough in here for that.
@closescript
@end
@if `p21 is 0 then do
@begin
@clearblock 21 24
@do saybar
You take nothing.
@closescript
@end
//withdrawl.. we read from the file again so cheating won't be possible with
//correct timing
@readfile tres1.dat
`p20
@
@if `p20 < `p21 then do
@begin
@clearblock 21 24
@do saybar
Oh no! Someone took the money while you were thinking about it!
@closescript
@end
@do `p20 - `p21
@do money + `p21
@do delete tres1.dat
@writefile tres1.dat
`p20
@
@clearblock 21 24
@do saybar
`2You take `$`p21`2 from the treasury.
//if not owner, lets notify him
@readfile castle1.dat
`p20
`s01
@
;load owner and current password
@if `p20 not &playernum then do
@begin
@writefile mail\mail`p20.dat
`0Runion Keep Reports:
`2-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
`0 `n`2 has taken `$$`p21 `2from the treasury.
@end
@closescript
@end
@if `s01 is L then do
@begin
@do move 5 23
@do write
`0`r0Amount? `0: `%
@do readnum 10 &money
@do `p21 is `v40
@if `p21 < 1 then `p21 is 0
@if `p21 > money then do
@begin
@clearblock 21 24
@do saybar
You are not carrying that much!
@closescript
@end
@if `p21 is 0 then do
@begin
@clearblock 21 24
@do saybar
You decide to leave nothing. Ha!
@closescript
@end
@do money - `p21
//deposit.. we read from the file again so cheating won't be possible with
//correct timing
@readfile tres1.dat
`p20
@
@do `p20 + `p21
@do delete tres1.dat
@writefile tres1.dat
`p20
@
@clearblock 21 24
//if not owner, lets notify him
@readfile castle1.dat
`p20
`s01
@
;load owner and current password
@if `p20 not &playernum then do
@begin
@writefile mail\mail`p20.dat
`0Runion Keep Reports:
`2-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
`0 `n`2 has deposited `$$`p21 `2to the treasury.
@end
@do saybar
`2You leave `$`p21`2 in the treasury.
@closescript
@end
@#TOWER
;Tower in the castle
@DO SAYBAR
`2The tower on this castle is not ready yet.
@do moveback
@#doorguard
@do moveback
@label startg
;guy who owns on it pushes against the door guard symbol. This lets him
;control the password to gain entrance to the castle, as well as sell it
;back or transfer ownership.
@if castle1.dat exist false then do
@begin
@do saybar
`0"You have 5 minutes to vacate this keep!" `2the guard barks.
@closescript
@end
@readfile castle1.dat
`p20
`s01
@
;load owner and current password
@if `p20 not &playernum then do
@begin
@do saybar
You wave to the door guard, nice of him to let you in.
@closescript
@end
@busy
@do `v01 is 1 ;set default choice to 1
@show
`r0`c `r1 Instructing your servants `r0
`2The huge doorguard snaps to attention when he sees you are going to
address him.
@do write
`x`x
@choice
Set password to gain entrance (currently is `0`s01`%)
Ownership options
Leave
@
@if responce is 2 then do
@begin
@show
`r0`c `r1 Ownership Options `r0
`2You retrieve your deed and carefully look it over.
@do `v01 is 1
@do write
`x`x
@choice
Transfer deed to someone else
Sell property back to the bank for `$1,500`%.
Do nothing of the sort
@if response is 1 then do
@begin
@show
`\`\ `2Transfer to whom?
@chooseplayer `p20
@if `p20 is 0 then do
@begin
@show
`2You decide to keep your domain - for now.`\`\`k
@do goto startg
@end
@do `s02 is getname `p20
@show
`2 Are you sure you wish to give your keep to `0`s02`2?
@do write
`x`x
@choice
Yes
Not on your life.
@if responce is 2 then do
@begin
@show
`\`\ `2You decide to keep your domain - for now.`\`\`k
@do goto startg
@end
@do delete castle1.dat
@writefile castle1.dat
`p20
`s01
@writefile mail\mail`p20.dat
`0Business note:
`2-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
`0 `n`2 has transferred ownership of Runion Keep to you.
Password to enter will remain `0"`s01"`2 unless
`2you come by and change it.
@do addlog
`0`n`2 has given `%Runion Keep`2 to `0`s02`2!
@routine seperate in gametxt.ref
@show
`\`\ `2Deed transfered. Oh well - it was fun while it lasted.`\`\`k
@do goto done
@end
@if response is 2 then do
@begin
@show
`\`\`2 Are you sure you wish to sell your keep back to the bank?`\
@do `v01 is 1
@do write
`x`x
@choice
Yes
Not on your life.
@if responce is 2 then do
@begin
@show
`\`\ `2You decide to keep your domain - for now.`\`\`k
@do goto startg
@end
@do delete castle1.dat
@do money + 1500
@show
`\`\ `%KEEP SOLD!`2`\`\`k
@do addlog
`0`n`2 has sold `%Runion Keep`2 back to the bank!
@routine seperate in gametxt.ref
@do goto done
@end
@do goto startg
@end
@if responce is 1 then do
@begin
@do write
`\`\ `0"And the new password, s&sir?" `2(enter `4NONE`2 for no access to anyone)`\ `2Password:`x
@do readstring 40 `s01 `s01
@do `p20 is length `s01
@if `p20 < 2 then do
@begin
@show
`\`\ `2You decide the current password is ok.`\`\`k
@do goto startg
@end
@do delete castle1.dat
@writefile castle1.dat
&playernum
`s01
@show
`\`\ `0"Yes s&sir, I will not forget it!" `2the guard promises.`\`\`k
@do goto startg
@end
@drawmap
@update
@#sign
@do moveback
@if castle1.dat exist false then do
@begin
@do saybar
Runion Keep - For sale cheap, enquire inside.
@end
@if castle1.dat exist true then do
@begin
@readfile castle1.dat
`p20
`s01
@
@do `s01 is getname `p20
@do saybar
`2Property of `0`s01`2.
@end
@#enter
@do moveback
@offmap
@if castle1.dat exist false then do
@begin
@show
`r0`c `r1 `%For Sale `r0
`2Runion Keep was once a magnificient structure that housed many of
the royal families. Now it houses dust and decay.
It is for sale, however. The asking price is `$$3,000`2.
@do `v01 is 1
@do write
`x`x
@choice
>&money 2999 Purchase it.
<&money 3000 Sigh wistfully and leave since you don't have enough.
>&money 2999 Leave.
@
@if responce is 1 then do
@begin
@if castle1.dat exist true then do
@begin
@show
`\`\ `2Oh crap! Someone bought it while you were thinking about it. You
will regret your snail like thinking for the rest of your days.`\`\`k
@do goto done
@end
@writefile castle1.dat
&playernum
NONE
@do money - 3000
@do addlog
`0`n `2buys `%Runion Keep`2!
@routine seperate in gametxt.ref
@show
`r0`c `r1 `%Why hello there, landowner! `r0
`\`2 Nice job! You now own this keep!
`k `0As a special bonus, two beds and a door guard are included!
`2Enjoy your new home.`\`\`k
@end
@label done
@drawmap
@update
@closescript
@end
@readfile castle1.dat
`p20
`s01
@
@do `p21 is deleted `p20
@if `p21 is 1 then do
@begin
;owner got deleted!!! Lets put it up for sale again.
@do delete castle1.dat
@do addlog
`%Runion Keep`2 is put on the market today.
@routine seperate in gametxt.ref
;run script again
@do goto enter
@end
@if `p20 not &playernum then do
@begin
@do `s02 is getname `p20
@do upcase `s01
@if `s01 is NONE then do
@begin
@show
`r0`c `r1 None shall pass `r0
`2You pound on the door for some time before you get an answer.
`0"Master `s02`0 has declared that `4NO`0 visitors shall be allowed!" `2a
voice calls from behind the wall.
`4Ouch!
`k
@do goto done
@end
@show
`r0`c `r1 Stand and unfold thyself `r0
`2 A head pops over the gate. `0"Halt, you! What business have you with
my lord and master, `%`s02`0?" `2the door guard asks.
@do write
`x`x
@do `v01 is 1
@choice
Offer an explanation.
Visit later.
@if response is 1 then do
@begin
@do write
`\`\ `2Say what? :`x
@do readstring 40 NIL `s03
@do upcase `s03
@do upcase `s01
@if `s03 is `s01 then do
@begin
@show
`\`\ `0"Welcome to `%Runion Keep`0,"`2 the guard smiles as he opens the gate.`\`\`k
@do goto letmein
@end
@writefile mail\mail`p20.dat
`0Runion Keep Reports:
`2-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
`0 `n`2 attempted to sweet talk the guard by saying
`0"`s03"`2. `2He was `bNOT`2 allowed in.
@show
`\`\ `2The guard doesn't look too interested.`\`\`k
@do goto done
@end
@do goto done
@end
;let him in
@label letmein
@do x is 39
@do y is 19
@do map is 1361
@loadmap 1361
@do goto done
@#done
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; Afraid of using vars that LORD2 or other IGM's might change? No prob!
; use your OWN vars!! The new @data commands make it easy and simple!
; example of how to use the @data command set to easily create your own
; data file to check if a person had been in here that day already.
; by Seth A. Robinson, 6-24-97
; ok, we'll call it 'the magic rock', it says something clever if a user
; pushes against it (it runs this file) but only ONCE per day.. if they
; they have already got their 'wisdom' for the day, it says go away.
; this is a good example because this probably how most people will use
; the @data commands, just to see if someone has been here or not today. But
; don't forget it is 200 longints that could be used in other ways too, for
; instance, a bank of your own, etc.
; another note.. this .ref *IS* used in the game itself so don't delete it!!
; you could change it and see how it changes in the game though, the 'magic
; rock' is located in Greentree.
@#START
@do moveback
; first we move them back, so they are not standing on the rock
@datanewday rock.idf
; the above command will reset all #'s in ROCK.IDF to 0 *IF* a new day has
; occured since the last time this command was called.
; use idf so it is easy for sysops to know which data files they can delete
; safely (IGM DATA FILE)
@dataload rock.idf &playernum `p20
; the above command is important - this is how you retrieve ALL data.
; &playernum is the current players # in the trader.dat file, and `p20 is
; a scratch var that we want to put the return result in.
@if `p20 not 1 then do
@begin
; woohoo, they have not been here yet today!
; lets spew some wisdom.
@do `p21 random 10 1
; now `p21 is a random # between 1 and 10
@if `p21 is 1 then saybar
`0Magic Rock: `2Don't eat poison much.
@if `p21 is 2 then saybar
`0Magic Rock: `2My sources say yes.
@if `p21 is 3 then saybar
`0Magic Rock: `2Barak is guilty! But you must prove it.
@if `p21 is 4 then saybar
`0Magic Rock: `2You must learn to love yourself before you can love others.
@if `p21 is 5 then saybar
`0Magic Rock: `2You must be very evil to be taken to Dragon Island...
@if `p21 is 6 then saybar
`0Magic Rock: `2Making LORD2 IGM's is very easy. Anyone can do it.
@if `p21 is 7 then saybar
`0Magic Rock: `2There is a `%Moonstone`2 hidden in a waterfall.
@if `p21 is 8 then saybar
`0Magic Rock: `2The Smackrod could help you break into Sosen Inn...
@if `p21 is 9 then saybar
`0Magic Rock: `2Nice people have to pay more to get into Bonetown.
@if `p21 is 10 then saybar
`0Magic Rock: `2If someone places a bounty on your head, your dead.
@datasave rock.idf &playernum 1
; the above is IMPORTANT - we just set this persons data # to 1, now we
; will know that he was here! Until the next day, when it is reset to 0.
; all done let's do a @closescript so it will quit right now
@closescript
@end
; if we got here, it means they HAVE been on today.
@do saybar
`2The strange rock refuses to speak again.
; all done!
@#NOMORE
; always put this at an end of a .ref file.. when it sees the @# it knows
; that the routine it was sent to do is over. a @closescript works too.
; Afraid of using vars that LORD2 or other IGM's might change? No prob!
; use your OWN vars!! The new @data commands make it easy and simple!
; example of how to use the @data command set to easily create your own
; data file to check if a person had been in here that day already.
; by Seth A. Robinson, 6-24-97
; ok, we'll call it 'the magic rock', it says something clever if a user
; pushes against it (it runs this file) but only ONCE per day.. if they
; they have already got their 'wisdom' for the day, it says go away.
; this is a good example because this probably how most people will use
; the @data commands, just to see if someone has been here or not today. But
; don't forget it is 200 longints that could be used in other ways too, for
; instance, a bank of your own, etc.
; another note.. this .ref *IS* used in the game itself so don't delete it!!
; you could change it and see how it changes in the game though, the 'magic
; rock' is located in Greentree.
@#START
@do moveback
; first we move them back, so they are not standing on the rock
@datanewday rock.idf
; the above command will reset all #'s in ROCK.IDF to 0 *IF* a new day has
; occured since the last time this command was called.
; use idf so it is easy for sysops to know which data files they can delete
; safely (IGM DATA FILE)
@dataload rock.idf &playernum `p20
; the above command is important - this is how you retrieve ALL data.
; &playernum is the current players # in the trader.dat file, and `p20 is
; a scratch var that we want to put the return result in.
@if `p20 not 1 then do
@begin
; woohoo, they have not been here yet today!
; lets spew some wisdom.
@do `p21 random 10 1
; now `p21 is a random # between 1 and 10
@if `p21 is 1 then saybar
`0Magic Rock: `2Don't eat poison much.
@if `p21 is 2 then saybar
`0Magic Rock: `2My sources say yes.
@if `p21 is 3 then saybar
`0Magic Rock: `2Barak is guilty! But you must prove it.
@if `p21 is 4 then saybar
`0Magic Rock: `2You must learn to love yourself before you can love others.
@if `p21 is 5 then saybar
`0Magic Rock: `2You must be very evil to be taken to Dragon Island...
@if `p21 is 6 then saybar
`0Magic Rock: `2Making LORD2 IGM's is very easy. Anyone can do it.
@if `p21 is 7 then saybar
`0Magic Rock: `2There is a `%Moonstone`2 hidden in a waterfall.
@if `p21 is 8 then saybar
`0Magic Rock: `2The Smackrod could help you break into Sosen Inn...
@if `p21 is 9 then saybar
`0Magic Rock: `2Nice people have to pay more to get into Bonetown.
@if `p21 is 10 then saybar
`0Magic Rock: `2If someone places a bounty on your head, your dead.
@datasave rock.idf &playernum 1
; the above is IMPORTANT - we just set this persons data # to 1, now we
; will know that he was here! Until the next day, when it is reset to 0.
; all done let's do a @closescript so it will quit right now
@closescript
@end
; if we got here, it means they HAVE been on today.
@do saybar
`2The strange rock refuses to speak again.
; all done!
@#NOMORE
; always put this at an end of a .ref file.. when it sees the @# it knows
; that the routine it was sent to do is over. a @closescript works too.
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