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1980-12-12
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5,443 lines
/* BattleLands:Realm of the Bloodsuckers */
/* By Wayne Stewart of The Doctor's Office BBS */
/* (513)256-3809 */
Options results
bufferflush
signal on error
signal on syntax
signal on halt
path='pfiles:Battlelands/'
upath='pfiles:Battlelands/users/'
dpath='pfiles:Battlelands/docs/'
wpath='pfiles:Battlelands/weapons/'
apath='pfiles:Battlelands/armor/'
cpath='pfiles:Battlelands/classes/'
rpath='pfiles:Battlelands/races/'
mpath='pfiles:Battlelands/maps/'
spath='pfiles:Battlelands/screens/'
epath='pfiles:Battlelands/monsters/'
npath='pfiles:Battlelands/NPCs/'
mmpath='pfiles:Battlelands/Menus/'
tpath='pfiles:Battlelands/Thoughts/'
sspath='pfiles:battlelands/skills/'
p='###PANIC'
moves=0
changewhere 'Conquering Lands'
changewhat 'Conquering Lands'
getuser 28
term=result
if term<2 then do
transmit 'n1cfYou need IBM GFX to play Battle Lands.'
transmit 'n1cc16 color mode will also help greatly.w2'
exit
end
SENDFILE spath||'title.ans'
getuser 1
name=result
if exists(upath'stats/'name)=1 then signal loadsaved
transmit 'caAhh! A new Warrior! Let us set you up!w2'
BL='w'
if exists(upath||'battlers')=1 then BL='a'
call open(1,upath||'battlers',BL)
call writeln(1,name)
call close(1)
signal startchar
reroll:
transmit 'n1cfBad news! You have died!! You may reroll now!w2'
transmit 'n1ceAnswer c9NO ceif you wish to heal your current character instead!'
money=300*level
signal rusure
main:
transmit 'f1'
bufferflush
if incity#=2 then sendfile mmpath||'menu2.ans'
if incity#=1 then sendfile mmpath||'menu1.ans'
sendstring "n2cbYOUR COMMANDce>> c9"
getchar
mn=upper(result);transmit mn
if mn=p then signal quit
if mn='' then signal main
if mn='Q' then signal quit
if mn='S' then signal rusure
if mn='V' then signal viewchar
if mn='L' then signal listbattlers
if mn='Y' then signal spy
if mn='M' then signal shop
if mn='F' then signal fightplayer
if mn='C' then signal computerdocs
if mn='B' then signal bank
if mn='G' then signal startmove
if mn='A' then signal transporter
if mn='J' then signal college
if mn='T' then signal mugger
signal main
Mugger:
if class=rogue then signal mugger1
transmit 'f1s1n2cfYou do not possess the skills to rob people!!!s0w2'
signal main
mugger1:
if level>3 then signal mugger2
transmit 'f1s1n2cfNice try! You''re a rogue but not high enough in level!s0w1'
signal main
mugger2:
query 'cbQUICKLY NOW!!! Who are you gonna rob? [c9Lcbist or c9Qcbuit] '
pl=upper(result)
if pl=p then signal quit
if pl='' then signal mugger
if pl='L' then signal Battlers1
if pl='Q' then signal main
if exists(upath'Stats/'pl)=1 then signal mugger3
transmit 'c9'pl'cf is not in the land! Try ceLcf to list!w2'
signal mugger2
mugger3:
call loadopponent1
klevel=oplevel-1
if level>klevel then signal mugger4
transmit 'c1You are not skilled enough to rob c7'pl'c1.'
transmit 'c3Try again after you have gained some levels!w2'
signal mugger2
mugger4:
booty=VRnd(1,10)+level
if booty<12 then signal loot
if booty=13 then signal jeans
if booty>14 then signal killme
signal main
loot:
transmit 'ceYou stole $cf'opmoney 'cefrom' pl'!w2'
money=money+opmoney
opmoney=opmoney-opmoney
signal saveopponent
signal main
jeans:
transmit 'ceYou just tookcf' oparmor 'cefrom' pl'!!w2'
armor=oparmor
oparmor=naked
opac=2
signal saveopponent
signal main
killme:
transmit 'ceYou just took acf' opweapon 'cefrom' pl'!!w2'
weapon=opweapon
opweapon=fist
opdamage=4
signal saveopponent
signal main
secondround:
transmit 'c9YOU HAVE CONQUERED THE BATTLE LANDS!!! YOU MUST REROLL!!!'
sendstring 'caDO YOU WISH TO REROLL?? ANSWERING NO WILL KICK YOU OUT! '
getchar
wor=upper(result)
if wor=p then signal quit
if wor='Q' then signal quit
if wor='N' then signal quit
if wor='Y' then signal startchar
signal quit
rusure:
sendstring 'n1c3ARE YOU SURE? THIS WILL DELETE ANY CURRENT DATA!c9 [Yes] '
getchar
ss=upper(result)
if ss='N' then signal main
if ss=p then signal quit
if ss='' then signal startchar
signal startchar
startchar:
transmit 'n1c9Starting Fresh...let me set you upw2'
money=10000
weapondam=2
experience=0
level=1
elecstorm=no
mentalpunch=no
heal1=no
blast1=no
shield1=no
muscle=no
heal2=no
blast2=no
shield2=no
metalstorm=no
lightning=no
missile=no
nuke=no
nuke2=no
devastate=no
heal3=no
summons=no
rage=no
becomesteel=no
muschip=no
physchip=no
linkchip=no
menchip=no
kadchip=no
pirchip=no
medkit=0
meduses=0
infogog=no
cboots=no
weapon=fist
armor=naked
assault=0
mountaineer=0
computers=0
historian=0
salesman=0
governments=0
medical=0
religion=0
racestudy=0
defense=0
disguise=0
gambling=0
complete=no
next=2000
pfight=0
maxpfight=3
turn=0
maxturn=4
map=0
x=0
y=1
magic=no
account=0
key1=no
key2=no
key3=no
key4=no
key5=no
tpass=no
flight=no
uvir=no
radit=no
fvk=no
fshield=no
flaga=no
flagb=no
flagc=no
flagd=no
flage=no
bmarket=no
incity#=1
city1=yes
city2=no
city3=no
city4=no
city5=no
magnagren=0
novagren=0
visits=0
call race1
listbattlers:
transmit 'f1n2ceHere is a list of the mighty Battlers from c9The Battle Landsn1'
transmit '*1pfiles:battlelands/users/battlers}'
transmit 'n1caHit a key to stop staring...g1'
signal main
race1:
transmit 'f1'
sendfile mmpath||'race.ans'
sendstring 'n1cbCHOOSE A RACE FROM THE LIST ABOVEce>> c9'
getchar
rt=upper(result)
if rt=p then signal quit
if rt='' then signal race1
if rt='V' then signal vampire
if rt='H' then signal human
if rt='G' then signal giant
if rt='R' then call runt
if rt='T' then signal thinker
if rt='B' then signal brain
signal race1
vampire:
health=40
maxhealth=40
strength=21
mental=21
endurance=18
agility=15
race=Vampire
mrating=20
maxmrating=20
ac=3
transmit 'n1caYou have chosen to be a Vampire!!!w2'
call class
human:
health=30
maxhealth=30
strength=18
mental=18
endurance=17
agility=22
race=Human
mrating=15
maxmrating=15
ac=2
transmit 'n1caYou have chosen to be a Human!!!w2'
call class
giant:
health=35
maxhealth=35
strength=24
mental=15
endurance=19
agility=16
race=Giant
mrating=10
maxmrating=10
ac=3
transmit 'n1caYou have chosen to be a Giant!!!w2'
call class
Runt:
health=35
maxhealth=35
strength=21
mental=16
endurance=19
agility=23
race=Runt
mrating=10
maxmrating=10
ac=4
transmit 'n1caYou have chosen to be a Runt!!!w2'
call class
Brain:
health=25
maxhealth=25
strength=14
mental=25
endurance=17
agility=14
race=Brain
mrating=30
maxmrating=30
ac=1
transmit 'n1caYou have chosen to be a Brain!!!w2'
call class
Thinker:
health=30
maxhealth=30
strength=17
mental=22
endurance=18
agility=17
race=Thinker
mrating=25
maxmrating=25
ac=2
transmit 'n1caYou have chosen to be a Thinker!!!w2'
call class
class:
transmit 'f1'
sendfile mmpath||'class.ans'
sendstring "n2c9Now choose a class from this listce>> c9"
getchar
cl=upper(result);transmit cl
if cl=p then signal quit
if cl='' then signal class
if cl='M' then signal mentalist
if cl='R' then signal rogue
if cl='X' then signal xpert
if cl='K' then signal knight
if cl='A' then signal assassin
if cl='G' then signal globalist
signal class
mentalist:
mrating=mrating+10
maxmrating=maxmrating+10
elecstorm=yes
heal1=yes
thaco=13
magic=yes
class=Mentalist
maggy=20
pointsup=10
transmit 'n1ceYou have chosen to be acf' race 'Mentalistce!w2'
call done
rogue:
agility=agility+1
thaco=10
ac=ac+1
class=Rogue
maggy=5
pointsup=15
transmit 'n1ceYou have chosen to be acf' race 'Roguece!w2'
call done
assassin:
agility=agility+1
thaco=10
class=Assassin
ac=ac+1
maggy=5
pointsup=15
transmit 'n1ceYou have chosen to be acf' race 'Assassince!w2'
call done
knight:
strength=strength+1
agility=agility+1
thaco=9
maggy=5
class=Knight
ac=ac+1
pointsup=20
transmit 'n1ceYou have chosen to be acf' race 'Knightce!w2'
call done
xpert:
agility=agility+2
thaco=9
class=Arms Expert
ac=ac+1
maggy=5
pointsup=20
transmit 'n1ceYou have chosen to be acf' race 'Arms Expertce!w2'
call done
globalist:
agility=agility+2
mental=mental+1
endurance=endurance+1
thaco=11
maggy=15
magic=yes
class=Globalist
ac=ac+2
pointsup=15
elecstorm=yes
transmit 'n1ceYou have chosen to be acf' race 'Globalistce!w2'
call done
spy:
transmit 'f1c9s1Plugging into the network terminal...s0n1'
query 'ceEnter the name of the enemy you wish revealed.c9[cbLcfist, cbQcfuitc9] '
pl=upper(result)
if pl=p then signal quit
if pl='' then signal spy
if exists(upath'Stats/'pl)=1 then signal spy1
if pl='L' then signal Battlers
if pl='Q' then signal main
transmit 'c9'pl'cf is not in the land! Try ceLcf to list!w2'
signal spy
spy1:
call loadopponent1
know=opmental-1
if know<=mental then signal spy2
transmit 'c1You are not smart enough to spy on c7'pl'c1.'
transmit 'c3Try again after you have gained some skills!w2'
signal spy
battlers:
transmit 'f1n2ceHere is a list of the mighty Battlers from c9The Battle Landsn1'
transmit '*1pfiles:battlelands/users/battlers}'
transmit 'n1caHit a key to stop staring...g1'
signal spy
battlers1:
transmit 'f1n2ceHere is a list of the mighty Battlers from c9The Battle Landsn1'
transmit '*1pfiles:battlelands/users/battlers}'
transmit 'n1caHit a key to stop staring...g1'
signal mugger2
battlers2:
transmit 'f1n2ceHere is a list of the mighty Battlers from c9The Battle Landsn1'
transmit '*1pfiles:battlelands/users/battlers}'
transmit 'n1caHit a key to stop staring...g1'
signal war
loadopponent1:
call open(1,upath||'stats/'||pl)
opmoney=readln(1)
ophealth=readln(1)
opmaxhealth=readln(1)
opstrength=readln(1)
opagility=readln(1)
opendurance=readln(1)
opmental=readln(1)
opexperience=readln(1)
oplevel=readln(1)
opclass=readln(1)
oprace=readln(1)
opweapon=readln(1)
oparmor=readln(1)
opmrating=readln(1)
opmaxmrating=readln(1)
opelecstorm=readln(1)
opmentalpunch=readln(1)
opheal1=readln(1)
opblast1=readln(1)
opshield1=readln(1)
opmuscle=readln(1)
opheal2=readln(1)
opblast2=readln(1)
opshield2=readln(1)
opmetalstorm=readln(1)
oplightning=readln(1)
opmissile=readln(1)
opnuke=readln(1)
opnuke2=readln(1)
opdevastate=readln(1)
opheal3=readln(1)
opsummons=readln(1)
oprage=readln(1)
opbecomesteel=readln(1)
opmuschip=readln(1)
opphyschip=readln(1)
oplinkchip=readln(1)
opmenchip=readln(1)
opkadchip=readln(1)
oppirchip=readln(1)
opmedkit=readln(1)
opmeduses=readln(1)
opinfogog=readln(1)
opcboots=readln(1)
opac=readln(1)
opthaco=readln(1)
opassault=readln(1)
opmountaineer=readln(1)
opcomputers=readln(1)
ophistorian=readln(1)
opsalesman=readln(1)
opgovernments=readln(1)
opmedical=readln(1)
opreligion=readln(1)
opracestudy=readln(1)
opdefense=readln(1)
opdisguise=readln(1)
opgambling=readln(1)
opdamage=readln(1)
opcomplete=readln(1)
opweapondam=readln(1)
opstrdam=readln(1)
opnext=readln(1)
oppfight=readln(1)
opmaxpfight=readln(1)
opturn=readln(1)
opmaxturn=readln(1)
opmap=readln(1)
opx=readln(1)
opy=readln(1)
opmagic=readln(1)
opaccount=readln(1)
opkey1=readln(1)
opkey2=readln(1)
opkey3=readln(1)
opkey4=readln(1)
opkey5=readln(1)
oppointsup=readln(1)
optpass=readln(1)
opflight=readln(1)
opuvir=readln(1)
opradit=readln(1)
opfvk=readln(1)
opfshield=readln(1)
opflaga=readln(1)
opflagb=readln(1)
opflagc=readln(1)
opflagd=readln(1)
opflage=readln(1)
opmaggy=readln(1)
opbmarket=readln(1)
opincity#=readln(1)
opcity1=readln(1)
opcity2=readln(1)
opcity3=readln(1)
opcity4=readln(1)
opcity5=readln(1)
opmagnagren=readln(1)
opnovagren=readln(1)
opvisits=readln(1)
call close(1)
return
spy2:
transmit 'f1cdStatistics for 'pl'n1'
transmit 'ceMoney $cf'opmoney
transmit 'ceHealth :cf'ophealth' ceout of: c9'opmaxhealth
transmit 'ceStrength :cf'opstrength
transmit 'ceAgility :cf'opagility
transmit 'ceEndurance :cf'opendurance
transmit 'ceMental :cf'opmental
transmit 'ceExperience :cf'opexperience
transmit 'ceLevel :cf'oplevel
transmit 'ceClass :cf'opclass
transmit 'ceRace :cf'oprace
transmit 'ceWeapon :cf'opweapon
transmit 'ceMental Rating :cf'opmrating' ceout of: c9'opmaxmrating
transmit 'ceArmor Class :cf'opac
transmit 'c1Hit a key to continue...g1'
if fvk=yes then signal fullviewspy
signal spy
fullviewspy:
transmit 'n1f1cdInventory of the Battler c9'pl
transmit 'ceMuscle Chip :cf' left(opmuschip' ',3) 'cePhysical Chip :cf' left(opphyschip' ',3) 'ceLink Chip :cf' oplinkchip
transmit 'ceMental Chip :cf' left(opmenchip' ',3) 'ce20kad Chip :cf' left(opkadchip' ',3) 'cePirate Chip :cf' oppirchip
transmit 'ceMedical Kits :cf' left(opmedkit' ',3) 'ceInfo Goggles :cf' left(opinfogog' ',3) 'ceClimbing Boots:cf' opcboots
transmit 'n1cdMagic of the Battler c9'pl
transmit 'ceElectric Storm :cf' left(opelecstorm' ',3) 'ceMental Punch :cf' left(opmentalpunch' ',3) 'ceLow Healing :cf' opheal1
transmit 'ceLow Blast :cf' left(opblast1' ',3) 'ceLow Shield :cf' left(opshield1' ',3) 'ceMuscle Gain :cf' opmuscle
transmit 'ceHigh Healing :cf' left(opheal2' ',3) 'ceHigh Blast :cf' left(opblast2' ',3) 'ceHigh Shield :cf' opshield2
transmit 'ceMetal Storm :cf' left(opmetalstorm' ',3) 'ceLightning Bolt :cf' left(oplightning' ',3) 'ceMissile :cf' opmissile
transmit 'ceNuke :cf' opnuke
transmit 'n1cdSkill levels of the Battler c9'pl
transmit 'ceAssault :cf' left(opassault' ',3)'cb% ceMountaineer :cf' left(opmountaineer' ',3)'cb% ceComputers :cf' opcomputers'cb%'
transmit 'ceHistory :cf' left(ophistorian' ',3)'cb% ceSalesman :cf' left(opsalesman' ',3)'cb% ceGovernment :cf' opgovernments'cb%'
transmit 'ceMedical :cf' left(opmedical' ',3)'cb% ceReligion :cf' left(opreligion' ',3)'cb% ceRace Studies:cf' opracestudy'cb%'
transmit 'ceDefense :cf' left(opdefense' ',3)'cb% ceDisguise :cf' left(opdisguise' ',3)'cb% ceGambling :cf' opgambling'cb%'
transmit 'n1c9Bank Account # :ca' opaccount 'c9Transport Pass :ca' optpass
transmit 'c9Spy Net Key :ca' opfvk 'c9To Hit AC 0 :ca' opthaco
transmit 'n1cbHit any key to continue...g1'
signal spy
saveopponent:
call open(1,upath||'stats/'||pl,'w')
call writeln(1,opmoney)
call writeln(1,ophealth)
call writeln(1,opmaxhealth)
call writeln(1,opstrength)
call writeln(1,opagility)
call writeln(1,opendurance)
call writeln(1,opmental)
call writeln(1,opexperience)
call writeln(1,oplevel)
call writeln(1,opclass)
call writeln(1,oprace)
call writeln(1,opweapon)
call writeln(1,oparmor)
call writeln(1,opmrating)
call writeln(1,opmaxmrating)
call writeln(1,opelecstorm)
call writeln(1,opmentalpunch)
call writeln(1,opheal1)
call writeln(1,opblast1)
call writeln(1,opshield1)
call writeln(1,opmuscle)
call writeln(1,opheal2)
call writeln(1,opblast2)
call writeln(1,opshield2)
call writeln(1,opmetalstorm)
call writeln(1,oplightning)
call writeln(1,opmissile)
call writeln(1,opnuke)
call writeln(1,opnuke2)
call writeln(1,opdevastate)
call writeln(1,opheal3)
call writeln(1,opsummons)
call writeln(1,oprage)
call writeln(1,opbecomesteel)
call writeln(1,opmuschip)
call writeln(1,opphyschip)
call writeln(1,oplinkchip)
call writeln(1,opmenchip)
call writeln(1,opkadchip)
call writeln(1,oppirchip)
call writeln(1,opmedkit)
call writeln(1,opmeduses)
call writeln(1,opinfogog)
call writeln(1,opcboots)
call writeln(1,opac)
call writeln(1,opthaco)
call writeln(1,opassault)
call writeln(1,opmountaineer)
call writeln(1,opcomputers)
call writeln(1,ophistorian)
call writeln(1,opsalesman)
call writeln(1,opgovernments)
call writeln(1,opmedical)
call writeln(1,opreligion)
call writeln(1,opracestudy)
call writeln(1,opdefense)
call writeln(1,opdisguise)
call writeln(1,opgambling)
call writeln(1,opdamage)
call writeln(1,opcomplete)
call writeln(1,opweapondam)
call writeln(1,opstrdam)
call writeln(1,opnext)
call writeln(1,oppfight)
call writeln(1,opmaxpfight)
call writeln(1,opturn)
call writeln(1,opmaxturn)
call writeln(1,opmap)
call writeln(1,opx)
call writeln(1,opy)
call writeln(1,opmagic)
call writeln(1,opaccount)
call writeln(1,opkey1)
call writeln(1,opkey2)
call writeln(1,opkey3)
call writeln(1,opkey4)
call writeln(1,opkey5)
call writeln(1,oppointsup)
call writeln(1,optpass)
call writeln(1,opflight)
call writeln(1,opuvir)
call writeln(1,opradit)
call writeln(1,opfvk)
call writeln(1,opfshield)
call writeln(1,opflaga)
call writeln(1,opflagb)
call writeln(1,opflagc)
call writeln(1,opflagd)
call writeln(1,opflage)
call writeln(1,opmaggy)
call writeln(1,opbmarket)
call writeln(1,opincity#)
call writeln(1,opcity1)
call writeln(1,opcity2)
call writeln(1,opcity3)
call writeln(1,opcity4)
call writeln(1,opcity5)
call writeln(1,opmagnagren)
call writeln(1,opnovagren)
call writeln(1,opvisits)
call close(1)
return
done:
call strength1
donea:
signal strength2
doneb:
if flagd=yes then signal donec
thaco=thaco-bhit
donec:
damage=weapondam+strdam
call savestats
signal main
computerdocs:
transmit 'f1n2ces1Plugging into the computer networkw2s0'
transmit 'n1cbYou are in!w2'
signal computerdocs1
computerdocs1:
transmit 'f1'
sendfile mmpath||'comp.ans'
query 'n2cbWhat file would you like to review?ce>> '
fl=upper(result);transmit 'c9'fl
if fl=p then signal quit
if fl='Q' then signal main
if fl='' then signal computerdocs1
if fl<1 then signal computerdocs1
if fl=1 then signal governmenta
if fl=2 then signal magic1
if fl=3 then signal hospitald
if fl=4 then signal bankd
if fl=5 then signal historyd
if fl=6 then signal mapsd
if fl=7 then signal weaponsd
if fl=8 then signal armord
if fl=9 then signal religiond
if fl=10 then signal racestudd
if fl=11 then signal gamblingd
if fl=12 then signal classesd
if fl=13 then signal monstersd
if fl=14 then signal messaged
if fl=eyespy then signal spynetd
if fl=modsquad then signal bmarketd
transmit 's1c9I do not see such an option on the menu! Hmmm!w2s0'
signal computerdocs1
spynetd:
if level>10 then signal spyhead
transmit 'n1ceYou are not high enough in level to enter the SpyNet!w2'
signal computerdocs1
spyhead:
transmit 'f1n3cds1Entering the Spy Net...s0w2'
signal spy
messaged:
transmit 'c9Sorry this is not yet available in the current version!w2'
signal computerdocs1
hospitald:
if medical>50 then signal hospitaldd
transmit 'ceYou need a degree in Medicine to open this linkw2'
signal computerdocs1
hospitaldd:
hl=VRnd(1,9)+level
if hl<15 then hl=15
if hl>23 then hl=23
if hl=15 then sendfile dpath||'hos15'
if hl=16 then sendfile dpath||'hos16'
if hl=17 then sendfile dpath||'hos17'
if hl=18 then sendfile dpath||'hos18'
if hl=19 then sendfile dpath||'hos19'
if hl=20 then sendfile dpath||'hos20'
if hl=21 then sendfile dpath||'hos21'
if hl=22 then sendfile dpath||'hos22'
if hl=23 then sendfile dpath||'hos23'
signal computerdocs1
bankd:
if computers>70 then signal bankdd
transmit 'ceYou need a higher Computer degree to open this linkw2'
signal computerdocs1
bankdd:
bd=VRnd(1,2)+6+level
if bd<15 then bd=15
if bd>25 then bd=25
if bd=15 then sendfile dpath||'bank15'
if bd=16 then sendfile dpath||'bank16'
if bd=17 then sendfile dpath||'bank17'
if bd=18 then sendfile dpath||'bank18'
if bd=19 then sendfile dpath||'bank19'
if bd=20 then sendfile dpath||'bank20'
if bd=21 then sendfile dpath||'bank21'
if bd=22 then sendfile dpath||'bank22'
if bd=23 then sendfile dpath||'bank23'
if bd=24 then sendfile dpath||'bank24'
if bd=25 then sendfile dpath||'bank25'
signal computerdocs1
historyd:
if historian>50 then signal historydd
transmit 'ceYou need a degree in History to open this linkw2'
signal computerdocs1
historydd:
hst=VRnd(1,6)+level
if hst<10 then hst=10
if hst>18 then hst=18
if hst=10 then sendfile dpath||'hist10'
if hst=11 then sendfile dpath||'hist11'
if hst=12 then sendfile dpath||'hist12'
if hst=13 then sendfile dpath||'hist13'
if hst=14 then sendfile dpath||'hist14'
if hst=15 then sendfile dpath||'hist15'
if hst=16 then sendfile dpath||'hist16'
if hst=17 then sendfile dpath||'hist17'
if hst=18 then sendfile dpath||'hist18'
signal computerdocs1
mapsd:
if mental>23 then signal mapsdd
transmit 'ceYou need a higher Mental rating to open this linkw2'
signal computerdocs1
mapsdd:
mps=VRnd(1,2)+level
if mps<8 then mps=8
if mps>13 then mps=13
if mps=8 then sendfile mpath||'map1.anstest'
if mps=9 then sendfile mpath||'map2.anstest'
if mps=10 then sendfile mpath||'map3.anstest'
if mps=11 then sendfile mpath||'map4.anstest'
if mps=12 then sendfile mpath||'map5.anstest'
if mps=13 then sendfile mpath||'map6.anstest'
signal computerdocs1
weaponsd:
if assault>50 then signal weaponsdd
transmit 'ceYou need a degree in Assault Weapons to open this linkw2'
signal computerdocs1
weaponsdd:
wp=VRnd(1,17)+level
if wp<2 then wp=2
if wp>25 then wp=25
if wp=2 then wp=sword
if wp=3 then wp=cutlass
if wp=4 then wp=bastard
if wp=5 then wp=Vibro mace
if wp=6 then wp=katana
if wp=7 then wp=staff
if wp=8 then wp=War Axe
if wp=9 then wp=Battle Sword
if wp=10 then wp=revolver
if wp=11 then wp=magnum
if wp=12 then wp=mark iv
if wp=13 then wp=blaster
if wp=14 then wp=nova axe
if wp=15 then wp=nova staff
if wp=16 then wp=nova sword
if wp=17 then wp=phase knife
if wp=18 then wp=phase staff
if wp=19 then wp=phase sword
if wp=20 then wp=death knife
if wp=21 then wp=death mace
if wp=22 then wp=death staff
if wp=23 then wp=assassins rifle
if wp=24 then wp=millenium rifle
if wp=25 then wp=death rifle
signal weaponshowit
weaponshowit:
call open(1,wpath||'stats/'wp)
wcost=readln(1)
weapondam1=readln(1)
call close(1)
transmit 'f1n2cfINFORMATION ON:c9' wp
transmit 'n1caDAMAGE :cb' weapondam1
transmit 'caPRICE :cb' wcost
if weapondam1<31 then transmit 'n1cfA good weapon at lower levels'
if weapondam1>30 & weapondam1<61 then transmit 'n1cfA great weapon at lower levels'
if weapondam1>60 & weapondam1<101 then transmit 'n1cfA great weapon at medium levels'
if weapondam1>100 & weapondam1<151 then transmit 'n1cfA great weapon at higher levels'
if weapondam1>150 & weapondam1<199 then transmit 'n1cfA better weapon will have to be built personally'
if weapondam1=200 then transmit 'g1f1s1c9You have the skills to build your own weapon...n1Just saycf MYWEAPONc9 at the weaponshop...s0'
transmit 'g1'
signal computerdocs1
armord:
if defense>50 then signal armordd
transmit 'ceYou need a degree in Defense to open this linkw2'
signal computerdocs1
armordd:
ar=VRnd(1,6)+level
if ar<5 then ar=5
if ar>18 then ar=18
if ar='5' then ar=fibre
if ar='6' then ar=mesh
if ar='7' then ar=fibre mesh
if ar='8' then ar=fibre plate
if ar='9' then ar=mesh plate
if ar='10' then ar=recoil
if ar='11' then ar=assault
if ar='12' then ar=defense
if ar='13' then ar=blast
if ar='14' then ar=blast recoil
if ar='15' then ar=alien plate
if ar='16' then ar=camouflage
if ar='17' then ar=reburst plate
if ar='18' then ar=terror plate
signal loadarmor1
loadarmor1:
call open(1,apath||'stats/'ar)
acost=readln(1)
arating=readln(1)
call close(1)
transmit 'f1n2cfINFORMATION ON:c9 'ar
transmit 'n1caPROTECTION AC:cb 'arating
transmit 'caPRICE :cb 'acost
if arating<11 then transmit 'n1cfThis is low protection'
if arating>10 & arating<14 then transmit 'n1cfThis is good protection'
if arating>15 & arating<18 then transmit 'n1cfThis is great protection'
if arating>18 then transmit 'n1cfThis is the best protectiong1f1n2You have the skills needed to build your own armor!n2Tell the ArmorShop ceHELPMEcf!'
transmit 'g1'
signal computerdocs1
religiond:
if religion>50 then signal holdon /* religiondd */
transmit 'ceYou need a degree in Religion to open this linkw2'
signal computerdocs1
racestudd:
if racestudy>50 then signal racestuddd
transmit 'ceYou need a degree in Race Studies to open this linkw2'
signal computerdocs1
racestuddd:
rcd=VRnd(1,6)
if rcd=1 then sendfile dpath||'race1'
if rcd=2 then sendfile dpath||'race2'
if rcd=3 then sendfile dpath||'race3'
if rcd=4 then sendfile dpath||'race4'
if rcd=5 then sendfile dpath||'race5'
if rcd=6 then sendfile dpath||'race6'
signal computerdocs1
gamblingd:
if gambling>50 then signal gamblingdd
transmit 'ceYou need a degree in Gambling to open this linkw2'
signal computerdocs1
classesd:
if mental>16 then signal classesdd
transmit 'ceYou need to be smarter to open this linkw2'
signal computerdocs1
classesdd:
cla=VRnd(1,6)
if cla=1 then sendfile dpath||'class1'
if cla=2 then sendfile dpath||'class2'
if cla=3 then sendfile dpath||'class3'
if cla=4 then sendfile dpath||'class4'
if cla=5 then sendfile dpath||'class5'
if cla=6 then sendfile dpath||'class6'
signal computerdocs1
monstersd:
if mental>16 then signal monstersdd
transmit 'ceYou need to be smarter to open this linkw2'
signal computerdocs1
monstersdd:
mon=VRnd(1,35)+level
if mon=2 then mon=Dungeon Miff
if mon=3 then mon=Helix Fern
if mon=4 then mon=Scamp Bloom
if mon=5 then mon=Scum Bucket
if mon=6 then mon=Office Floozie
if mon=7 then mon=City Dweller
if mon=8 then mon=Cave Newt
if mon=9 then mon=Servant Droid
if mon=10 then mon=Villuxator
if mon=11 then mon=weenie
if mon=12 then mon=wolf
if mon=13 then mon=adventure rat
if mon=14 then mon=Igon
if mon=15 then mon=Ice Blaster
if mon=16 then mon=Gatorlope
if mon=17 then mon=Office Guard
if mon=18 then mon=Backer
if mon=19 then mon=Cryoknight
if mon=20 then mon=Blackness
if mon=21 then mon=pitbull
if mon=22 then mon=poodle
if mon=23 then mon=gangbanger
if mon=24 then mon=sewer rat
if mon=25 then mon=guardian
if mon=26 then mon=snowman
if mon=27 then mon=flying beast
if mon=28 then mon=sunman
if mon=29 then mon=bandit
if mon=30 then mon=screamer
if mon=31 then mon=solar rat
if mon=32 then mon=runt
if mon=33 then mon=predator
if mon=34 then mon=tech guard
if mon=35 then mon=elite guard
if mon=36 then mon=giant
if mon=37 then mon=alien
if mon=38 then mon=gas monster
if mon=39 then mon=water fiend
if mon=40 then mon=scourge
if mon=41 then mon=udrak
if mon=42 then mon=entity
if mon=43 then mon=chrome beast
if mon=44 then mon=Attritoa
if mon=45 then mon=Caticore
if mon=46 then mon=Proalyn
if mon=47 then mon=Light Beast
if mon=48 then mon=Shreeva
if mon=49 then mon=Kryt0x
if mon=50 then mon=Mind Giant
if mon=51 then mon=Time Golem
if mon=52 then mon=Dark Beast
if mon=53 then mon=Lava Warrior
if mon=54 then mon=Strangle Lich
if mon=55 then mon=Nether Region Trooper
if mon=56 then mon=Villain Clone
if mon=57 then mon=Vault Guardian
if mon=58 then mon=Void
if mon=59 then mon=Sould Fiend
call monsterview
monsterview:
call open(1,epath||mon)
monhealth=readln(1)
mondam=readln(1)
monweapon=readln(1)
monvalue=readln(1)
monmoney=readln(1)
monthaco=readln(1)
monac=readln(1)
mondes=readln(1)
monagility=readln(1)
call close(1)
transmit 'f1n1cfINFORMATION ON:c9' mon
transmit 'n1caHEALTH :cb' monhealth
transmit 'caWEAPON :cb' monweapon
transmit 'caDAMAGE :cb' mondam
transmit 'caXP VALUE :cb' monvalue
transmit 'caARMOR CL :cb' monac
transmit 'caAGILITY :cb' monagility
transmit 'g1'
signal computerdocs1
bmarketd:
if bmarket=yes then signal bmarketdd
transmit 'ceYou need to see the clerk at the Item Shop first to open this linkw2'
signal computerdocs1
holdon:
transmit 'f1s1n4caThe unregistered version of c9Battle Lands ca'
transmit 'cadoes not contain the class cbTheologist caand therefore'
transmit 'cano religions were added to the game. However, since you'
transmit 'cawent to so much trouble gaining religious skill I will now'
transmit 'cagive you back 500,000 bucks and take the skill away from you!w5s0'
money=money+500000
religion=0
signal computerdocs1
governmenta:
if governments>50 then signal government1
transmit 'n1c5You are not intelligent enough to open this linkw2'
signal computerdocs1
government1:
gt=VRnd(1,15)
if gt=1 then sendfile dpath||'gov1'
if gt=2 then sendfile dpath||'gov2'
if gt=3 then sendfile dpath||'gov3'
if gt=4 then sendfile dpath||'gov4'
if gt=5 then sendfile dpath||'gov5'
if gt=6 then sendfile dpath||'gov6'
if gt=7 then sendfile dpath||'gov7'
if gt=8 then sendfile dpath||'gov8'
if gt=9 then sendfile dpath||'gov9'
if gt=10 then sendfile dpath||'gov10'
if gt=11 then sendfile dpath||'gov11'
if gt=12 then sendfile dpath||'gov12'
if gt=13 then sendfile dpath||'gov13'
if gt=14 then sendfile dpath||'gov14'
if gt=15 then sendfile dpath||'gov15'
signal computerdocs1
magic1:
if magic=yes then signal magic2
transmit 'n1c6You to be able to use Magic to open this linkw2'
signal computerdocs1
magic2:
mg=VRnd(1,15)+level
if mg>25 then mg=25
if mg<11 then mg=11
if mg=11 then sendfile dpath||'magic11'
if mg=12 then sendfile dpath||'magic12'
if mg=13 then sendfile dpath||'magic13'
if mg=14 then sendfile dpath||'magic14'
if mg=15 then sendfile dpath||'magic15'
if mg=16 then sendfile dpath||'magic16'
if mg=17 then sendfile dpath||'magic17'
if mg=18 then sendfile dpath||'magic18'
if mg=19 then sendfile dpath||'magic19'
if mg=20 then sendfile dpath||'magic20'
if mg=21 then sendfile dpath||'magic21'
if mg=22 then sendfile dpath||'magic22'
if mg=23 then sendfile dpath||'magic23'
if mg=24 then sendfile dpath||'magic24'
if mg=25 then sendfile dpath||'magic25'
signal computerdocs1
strength1:
if strength<=15 then strdam=0
if strength=16 then strdam=2
if strength=17 then strdam=2
if strength=18 then strdam=3
if strength=19 then strdam=3
if strength=20 then strdam=4
if strength=21 then strdam=4
if strength=22 then strdam=5
if strength=23 then strdam=5
if strength=24 then strdam=6
if strength=25 then strdam=6
if strength=26 then strdam=7
if strength=27 then strdam=7
if strength>27 then strdam=8
call donea
strength2:
if strength<=15 then bhit=0
if strength=16 then bhit=1
if strength=17 then bhit=1
if strength=18 then bhit=1
if strength=19 then bhit=2
if strength=20 then bhit=2
if strength=21 then bhit=2
if strength=22 then bhit=3
if strength=23 then bhit=3
if strength=24 then bhit=3
if strength=25 then bhit=4
if strength=26 then bhit=4
if strength=27 then bhit=4
if strength>27 then bhit=5
flagd=yes
call doneb
shop:
transmit 'f1'
sendfile mmpath||'shop.ans'
sendstring "n2cbWhich shop would you like to enter?c9 "
getchar
sh=upper(result);transmit sh
if sh=p then signal quit
if sh='W' then signal weaponshop
if sh='A' then signal armorshop
if sh='I' then signal inventoryshop
if sh='H' then signal healershop
if sh='M' then signal magicshop
if sh='Q' then signal done
signal shop
magicshop:
transmit 'f1'
if magic=no then signal youhavenomagic
sendfile mmpath||'spell.ans'
transmit 'n1ceYou have $cf'money 'n1'
query 'cbSelect a Spell ca#cb to purchasece>> '
mm=upper(result);transmit mm
if mm=p then signal quit
if mm='' then signal magicshop
if mm='1' then mm=elecstorma
if mm='2' then mm=mentalpuncha
if mm='3' then mm=heal1a
if mm='4' then mm=blast1a
if mm='5' then mm=shield1a
if mm='6' then mm=musclea
if mm='7' then mm=heal2a
if mm='8' then mm=blast2a
if mm='9' then mm=shield2a
if mm='10' then mm=lightninga
if mm='11' then mm=metalstorma
if mm='12' then mm=missilea
if mm='13' then mm=nukea
if mm=gandolf then mm=devasta
if mm='Q' then signal main
if exists(tpath||mm)=1 then call magicbought1
signal magicshop
youhavenomagic:
transmit 'ceYou are not capable of using magic!w2'
call shop
magicbought1:
call open(1,tpath||mm)
mactag=readln(1)
maccost=readln(1)
malevel=readln(1)
call close(1)
if malevel>level then signal notenoughlevel
if salesman<98 then maccost=maccost/2
if salesman>99 then maccost=maccost/4
if money>maccost then signal magicbought2
transmit 'ceYou do not have the funds necessary to buycf' mactag 'ce!w2'
signal magicshop
notenoughlevel:
transmit 'n1c9Your level is not high enough to learncf' mactag 'c9!w2'
signal magicshop
magicbought2:
transmit 'cdAce 'mactag 'cdcosts $ce'maccost
sendstring 'cbDo you want it?c9 [No]ce '
getchar
an=upper(result);transmit 'cb'an
if an=p then quit
if an='Y' then signal magicbought3
transmit 'ceMake up your mind!w2'
signal magicshop
magicbought3:
if mm=elecstorma then signal ma1
if mm=mentalpuncha then signal ma2
if mm=heal1a then signal ma3
if mm=blast1a then signal ma4
if mm=shield1a then signal ma5
if mm=musclea then signal ma6
if mm=heal2a then signal ma7
if mm=blast2a then signal ma8
if mm=shield2a then signal ma9
if mm=lightninga then signal ma10
if mm=metalstorma then signal ma11
if mm=missilea then signal ma12
if mm=nukea then signal ma13
if mm=devasta then signal ma14
ma1:
elecstorm=yes
money=money-maccost
call savestats
call magicshop
ma2:
mentalpunch=yes
money=money-maccost
call savestats
call magicshop
ma3:
heal1=yes
money=money-maccost
call savestats
call magicshop
ma4:
blast1=yes
money=money-maccost
call savestats
call magicshop
ma5:
shield1=yes
money=money-maccost
call savestats
call magicshop
ma6:
muscle=yes
money=money-maccost
call savestats
call magicshop
ma7:
heal2=yes
money=money-maccost
call savestats
call magicshop
ma8:
blast2=yes
money=money-maccost
call savestats
call magicshop
ma9:
shield2=yes
money=money-maccost
call savestats
call magicshop
ma10:
lightning=yes
money=money-maccost
call savestats
call magicshop
ma11:
metalstorm=yes
money=money-maccost
call savestats
call magicshop
ma12:
missile=yes
money=money-maccost
call savestats
call magicshop
ma13:
nuke=yes
money=money-maccost
call savestats
call magicshop
ma14:
devastate=yes
money=money-maccost
call savestats
call magicshop
uhavenomagic:
transmit 'n1c9YOUR WARRIOR IS NOT CAPABLE OF USING MAGIC!!! ENTRANCE FORBIDDEN!'
signal shop
inventoryshop:
transmit 'f1'
sendfile mmpath||'item.ans'
transmit 'n1ceYou have $cf'money 'n1'
query 'cbSelect an Item ca#cb to purchasece>> '
tm=upper(result);transmit tm
if tm=p then signal quit
if tm='S' then transmit 'n1c9Sorry! We onlycf SELL c9Items!w2'
if tm='' then signal inventoryshop
if tm='1' then tm=MusChipa
if tm='2' then tm=PhysChipa
if tm='3' then tm=linkchipa
if tm='4' then tm=menchipa
if tm='5' then tm=medkita
if tm='6' then tm=infogoga
if tm='7' then tm=cbootsa
if tm=ultimatechip then tm=kadchipa
if tm=soilentgreen then tm=pirchipa
if tm=isolation then signal cardshop
if tm='Q' then signal shop
if exists(wpath||'stats/'tm)=1 then call itembought1
signal inventoryshop
cardshop:
if money>100000 then signal cardshop1
transmit 'n1ceI''m not going to say a thing till you come back with $100,000.00w2'
signal inventoryshop
cardshop1:
transmit 'n1ceOkay. You look trustworthy. At the Computer Link say cbMODSQUAD!!g1'
bmarket=yes
money=money-100000
signal inventoryshop
itembought1:
call open(1,wpath||'stats/'tm)
ittag=readln(1)
itcost=readln(1)
itbonus=readln(1)
call close(1)
if salesman>50 & salesman<99 then itcost=itcost/2
if salesman>99 then itcost=itcost/4
if money>itcost then signal itembought2
transmit 'ceYou do not have the funds necessary to buy this!w2'
signal inventoryshop
itembought2:
transmit 'cdAce 'ittag 'cdcosts $ce'itcost
sendstring 'cbDo you want it?c9 [No]ce '
getchar
an=upper(result);transmit 'cb'an
if an=p then quit
if an='Y' then signal itembought3
transmit 'ceMake up your mind!w2'
signal inventoryshop
itembought3:
if tm=muschipa then signal muschip1
if tm=physchipa then signal physchip1
if tm=linkchipa then signal linkchip1
if tm=menchipa then signal menchip1
if tm=kadchipa then signal kadchip1
if tm=pirchipa then signal pirchip1
if tm=medkita then signal medkit1
if tm=infogoga then signal infogog1
if tm=cbootsa then signal cboots1
muschip1:
muschip=yes
strength=strength+3
money=money-itcost
call savestats
call inventoryshop
physchip1:
physchip=yes
agility=agility+3
money=money-itcost
call savestats
call inventoryshop
linkchip1:
linkchip=yes
computers=computers+60
money=money-itcost
call savestats
call inventoryshop
menchip1:
menchip=yes
mental=mental+3
money=money-itcost
call savestats
call inventoryshop
kadchip1:
kadchip=yes
strength=28
mental=28
agility=28
endurance=28
magic=yes
computers=computers+50
money=money-itcost
call savestats
call inventoryshop
pirchip1:
pirchip=yes
strength=strength+2
mental=mental+2
agility=agility+2
endurance=endurance+2
money=money-itcost
call savestats
call inventoryshop
medkit1:
medkit=medkit+1
meduses=3
money=money-itcost
call savestats
call inventoryshop
infogog1:
infogog=yes
money=money-itcost
call savestats
call inventoryshop
cboots1:
cboots=yes
money=money-itcost
call savestats
call inventoryshop
weaponshop:
transmit 'f1'
sendfile mmpath||'weapon.ans'
transmit 'n1ceYou have $cf'money 'n1'
query 'cbSelect a Weapon ca#cb to purchasece>> '
wp=upper(result)
if wp=p then signal quit
if wp='S' then transmit 'n1c9Sorry! We onlycf SELLc9 weapons!w2'
if wp='Q' then signal shop
if wp='' then signal weaponshop
if wp='1' then wp=dagger
if wp='2' then wp=sword
if wp='3' then wp=cutlass
if wp='4' then wp=bastard
if wp='5' then wp=Vibro mace
if wp='6' then wp=katana
if wp='7' then wp=staff
if wp='8' then wp=War Axe
if wp='9' then wp=Battle Sword
if wp='10' then wp=revolver
if wp='11' then wp=magnum
if wp='12' then wp=mark iv
if wp='13' then wp=blaster
if wp='14' then wp=nova axe
if wp='15' then wp=nova staff
if wp='16' then wp=nova sword
if wp='17' then wp=phase knife
if wp='18' then wp=phase staff
if wp='19' then wp=phase sword
if wp='20' then wp=nuker staff
if wp='21' then wp=nuker axe
if wp='22' then wp=death knife
if wp='23' then wp=death mace
if wp='24' then wp=death staff
if wp='25' then wp=assassins rifle
if wp='26' then wp=millenium rifle
if wp='27' then wp=death rifle
if wp=myweapon then signal wmakeme
if exists(wpath'stats/'wp)=1 then signal weaponbought
signal weaponshop
wmakeme:
if assault<50 then signal getsomeass
transmit 'f1n2cfSo you wanna make a weapon, eh?'
query 'n1caWhat are we gonna call this thing? c9[RETURN=Abort]cb '
wname1=upper(result)
if wname1=p then signal quit
if wname1='' then signal weaponshop
signal wpriceme
wpriceme:
transmit 'n1caYou have cb$'money
query 'caHow much do you wanna spend on this venture? '
wlcost=upper(result)
if wlcost>money then signal getsomefunds
if wlcost=p then signal quit
if wlcost='' then signal wmakeme
transmit 'n1ceFiguring...w2'
wdam=wlcost/25000
signal wcompleteme
getsomefunds:
transmit 'c9You do not have that sort of money!w2'
signal weaponshop
wcompleteme:
transmit 'f1n2caYour weapon c9'wname1 'cawill doc9' wdam 'cadamage!'
sendstring 'n1caIs this okay with you??? c9[NO] '
getchar
awr=upper(result)
if awr=p then signal quit
if awr='N' then signal weaponshop
if awr='' then signal weaponshop
weapon=wname1
weapondam=wdam
damage=weapondam+strdam
money=money-wlcost
signal weaponshop
getsomeass:
transmit 'ceYour Assault skill is not good enough to build a weapon!w2'
signal weaponshop
weaponbought:
call open(1,wpath||'stats/'wp)
wcost=readln(1)
weapondam1=readln(1)
call close(1)
if salesman>50 & salesman<99 then wcost=wcost/2
if salesman>99 then wcost=wcost/4
if money>=wcost then signal weaponbought2
transmit 'ceYou do not have the funds necessary to buy this!w2'
signal weaponshop
weaponbought2:
transmit 'cdAce 'wp 'cdcosts $ce'wcost
sendstring 'cbDo you want it?c9 [No]ce '
getchar
an=upper(result);transmit 'cb'an
if an=p then quit
if an='Y' then signal weaponbought3
transmit 'ceMAKE UP YOUR MIND!w2'
signal weaponshop
weaponbought3:
weapon=wp
money=money-wcost
weapondam=weapondam1
damage=weapondam+strdam
call savestats
call shop
armorshop:
transmit 'f1'
sendfile mmpath||'armor.ans'
transmit 'n1ceYou have $cf'money 'n1'
query 'cbSelect an armor ca#cb to purchasece>> '
ar=upper(result)
if ar=p then signal quit
if ar='S' then transmit 'n1c9Sorry! We only cfSELL c9armor!w2'
if ar='Q' then signal shop
if ar='' then signal armorshop
if ar='1' then ar=robe
if ar='2' then ar=leather
if ar='3' then ar=studded leather
if ar='4' then ar=chain
if ar='5' then ar=fibre
if ar='6' then ar=mesh
if ar='7' then ar=fibre mesh
if ar='8' then ar=fibre plate
if ar='9' then ar=mesh plate
if ar='10' then ar=recoil
if ar='11' then ar=assault
if ar='12' then ar=defense
if ar='13' then ar=blast
if ar='14' then ar=blast recoil
if ar='15' then ar=alien plate
if ar='16' then ar=camouflage
if ar='17' then ar=reburst plate
if ar='18' then ar=terror plate
if ar=helpme then signal amakeme
if exists(apath'stats/'ar)=1 then signal armorbought
signal armorshop
amakeme:
if defense<50 then signal getsomeass1
transmit 'f1cfSo you wanna build some armor, eh?'
query 'n1caWhat are we gonna call this thing? c9[RETURN=Abort]cb '
aname1=upper(result)
if aname1=p then signal quit
if aname1='' then signal armorshop
signal apriceme
apriceme:
transmit 'n1caYou have cb$'money
query 'caHow much do you wanna spend on this venture? '
alcost=upper(result)
if alcost>money then signal getsomefunds1
if alcost=p then signal quit
if alcost='' then signal amakeme
transmit 'n1ceFiguring...w2'
naac=alcost/300000
signal acompleteme
getsomefunds1:
transmit 'c9You do not have that sort of money!w2'
signal armorshop
acompleteme:
transmit 'f1n2caYour armor c9'aname1 'cawill havec9' naac 'caAC!'
sendstring 'n1caIs this okay with you??? c9[NO] '
getchar
arw=upper(result)
if arw=p then signal quit
if arw='N' then signal armorshop
armor=aname1
ac=naac
money=money-alcost
signal armorshop
getsomeass1:
transmit 'ceYour Defense skill is not good enough to build armor!w2'
signal armorshop
armorbought:
call open(1,apath||'stats/'ar)
acost=readln(1)
arating=readln(1)
call close(1)
if salesman>50 & salesman<99 then acost=acost/2
if salesman>99 then acost=acost/4
if money>=acost then signal armorbought2
transmit 'ceYou do not have the funds necessary to buy this!w2'
signal armorshop
armorbought2:
transmit 'cdAce 'ar 'cdcosts $ce'acost
sendstring 'cbDo you want it?c9 [No]ce '
getchar
an=upper(result);transmit 'cb'an
if an=p then quit
if an='Y' then signal armorbought3
transmit 'ceMake up your mind!w2'
signal armorshop
armorbought3:
armor=ar
money=money-acost
bag=agility-20
if bag>5 then bag=5
if bag<-2 then bag=-2
ac=bag+arating
call savestats
call shop
loadsaved:
transmit 'ccLoading your stats...'
call loadstats
transmit 'n2ceDONE!w1'
signal main
loadstats:
call open(1,upath||'stats/'name)
money=readln(1)
health=readln(1)
maxhealth=readln(1)
strength=readln(1)
agility=readln(1)
endurance=readln(1)
mental=readln(1)
experience=readln(1)
level=readln(1)
class=readln(1)
race=readln(1)
weapon=readln(1)
armor=readln(1)
mrating=readln(1)
maxmrating=readln(1)
elecstorm=readln(1)
mentalpunch=readln(1)
heal1=readln(1)
blast1=readln(1)
shield1=readln(1)
muscle=readln(1)
heal2=readln(1)
blast2=readln(1)
shield2=readln(1)
metalstorm=readln(1)
lightning=readln(1)
missile=readln(1)
nuke=readln(1)
nuke2=readln(1)
devastate=readln(1)
heal3=readln(1)
summons=readln(1)
rage=readln(1)
becomesteel=readln(1)
muschip=readln(1)
physchip=readln(1)
linkchip=readln(1)
menchip=readln(1)
kadchip=readln(1)
pirchip=readln(1)
medkit=readln(1)
meduses=readln(1)
infogog=readln(1)
cboots=readln(1)
ac=readln(1)
thaco=readln(1)
assault=readln(1)
mountaineer=readln(1)
computers=readln(1)
historian=readln(1)
salesman=readln(1)
governments=readln(1)
medical=readln(1)
religion=readln(1)
racestudy=readln(1)
defense=readln(1)
disguise=readln(1)
gambling=readln(1)
damage=readln(1)
complete=readln(1)
weapondam=readln(1)
strdam=readln(1)
next=readln(1)
pfight=readln(1)
maxpfight=readln(1)
turn=readln(1)
maxturn=readln(1)
map=readln(1)
x=readln(1)
y=readln(1)
magic=readln(1)
account=readln(1)
key1=readln(1)
key2=readln(1)
key3=readln(1)
key4=readln(1)
key5=readln(1)
pointsup=readln(1)
tpass=readln(1)
flight=readln(1)
uvir=readln(1)
radit=readln(1)
fvk=readln(1)
fshield=readln(1)
flaga=readln(1)
flagb=readln(1)
flagc=readln(1)
flagd=readln(1)
flage=readln(1)
maggy=readln(1)
bmarket=readln(1)
incity#=readln(1)
city1=readln(1)
city2=readln(1)
city3=readln(1)
city4=readln(1)
city5=readln(1)
magnagren=readln(1)
novagren=readln(1)
visits=readln(1)
call close(1)
if complete=yes then signal secondround
if health<1 then call reroll
if turn>maxturn then signal toomanyturns
turn=turn+1
if map>0 then signal mapcall
return
toomanyturns:
transmit 'cef1n2You have had too many turns today!! Sorry!w2'
signal quit
viewchar:
transmit 'f1cdStatistics for 'name'n1'
transmit 'ceMoney $cf'money
transmit 'ceHealth :cf'health' ceout of: c9'maxhealth
transmit 'ceStrength :cf'strength
transmit 'ceAgility :cf'agility
transmit 'ceEndurance :cf'endurance
transmit 'ceMental :cf'mental
transmit 'ceExperience :cf'experience ' ceNext Level:cf'next
transmit 'ceLevel :cf'level
transmit 'ceClass :cf'class
transmit 'ceRace :cf'race
transmit 'ceWeapon :cf'weapon' ceDamage:cf'damage
transmit 'ceMental Rating :cf'mrating' ceout of: c9'maxmrating
transmit 'ceArmor Class :cf'ac
transmit 'cePlayer Fights :cf'pfight
transmit 'ceTo Hit AC 0 :cf'thaco
transmit 'n1caHit a key to show inventory...g1'
signal showinv
showinv:
transmit 'n1f1cdInventory of the Battler c9'name
transmit 'ceMuscle Chip :cf' left(muschip' ',3) 'cePhysical Chip :cf' left(physchip' ',3) 'ceLink Chip :cf' left(linkchip' ',3)
transmit 'ceMental Chip :cf' left(menchip' ',3) 'ce20kad Chip :cf' left(kadchip' ',3) 'cePirate Chip :cf' pirchip
transmit 'ceMedical Kits :cf' left(medkit' ',3) 'ceInfo Goggles :cf' left(infogog' ',3) 'ceClimbing Boots:cf' cboots
transmit 'ceMagna Grenades:cf' left(magnagren' ',3) 'ceInfoHelm :cf' left(uvir' ',3) 'ceNova Grenades :cf' novagren
transmit 'n1cdMagic of the Battler c9'name
transmit 'ceElectric Storm :cf' left(elecstorm' ',3) 'ceMental Punch :cf' left(mentalpunch' ',3) 'ceLow Healing :cf' heal1
transmit 'ceLow Blast :cf' left(blast1' ',3) 'ceLow Shield :cf' left(shield1' ',3) 'ceMuscle Gain :cf' muscle
transmit 'ceHigh Healing :cf' left(heal2' ',3) 'ceHigh Blast :cf' left(blast2' ',3) 'ceHigh Shield :cf' shield2
transmit 'ceMetal Storm :cf' left(metalstorm' ',3) 'ceLightning Bolt :cf' left(lightning' ',3) 'ceMissile :cf' missile
transmit 'ceNuke :cf' left(nuke' ',3) 'ceHigh Nuke :cf' left(nuke2' ',3) 'ceHeal All :cf' heal3
transmit 'ceDevastate :cf' left(Devastate' ',3) 'ceBecome Steel :cf' left(becomesteel' ',3) 'ceRage :cf' rage
transmit 'n1cdSkill levels of the Battler c9'name
transmit 'ceAssault :cf' left(assault' ',3)'cb%' 'ceMountaineer :cf' left(mountaineer' ',3)'cb%' 'ceComputers :cf' computers'cb%'
transmit 'ceHistory :cf' left(historian' ',3)'cb%' 'ceSalesman :cf' left(salesman' ',3)'cb%' 'ceGovernment :cf' governments'cb%'
transmit 'ceMedical :cf' left(medical' ',3)'cb%' 'ceReligion :cf' left(religion' ',3)'cb%' 'ceRace Studies:cf' racestudy'cb%'
transmit 'ceDefense :cf' left(defense' ',3)'cb%' 'ceDisguise :cf' left(disguise' ',3)'cb%' 'ceGambling :cf' gambling'cb%'
transmit 'n1cbHit any key to continue...g1f1'
if map>0 then signal mapcall
signal main
fightplayer:
sendstring 'n1c9Are you sure you wish to attack another warrior? cb[No]c9 '
getchar
at=upper(result)
if at=p then signal quit
if at=' ' then signal main
if at='Y' then signal war
signal main
war:
if health<1 then signal nowar
if pfight>maxpfight then signal toomany
transmit 'f1n2s1ceEntering the Battle Lands arena...s0w2'
transmit 'n1cfEnter the name of your opponent or type c9Mcf for random monster.'
query 'n2cbWho do you wish to call out? c9[Quit]ce >> '
pl=upper(result)
if pl='' then signal main
if pl=p then signal quit
if pl='Q' then signal main
if pl='M' then signal montack
if pl='L' then signal battlers2
if upper(pl)=upper(name) then signal dumb
if exists(upath'stats/'pl)=1 then signal war1
transmit 'n1c9There is no such warrior in the Landsw2'
signal war
toomany:
transmit 'n1c9s1You have fought too many warriors today! Try back tomorrow!s0w2'
signal main
nowar:
transmit 'n1ceYou are in no condition to be fighting try the healerw2'
signal main
dumb:
transmit 'c9The council has found it unwise to battle yourselfw2'
signal war
war1:
call loadopponent1
mylevel=level-2
if mylevel>oplevel then signal wimp
if opmap>0 then signal conquering
if ophealth<1 then signal nofight
if opincity#=incity# then signal war2
transmit 'ce'pl 'seems to be in a different city! Sorry!w2'
signal war
conquering:
transmit 'ces1'pl 'is out conquering lands and unable to fights0w2'
signal war
nofight:
transmit 'ce'pl 'is dead and is unable to attend the fightw2'
signal war
war2:
transmit 'f1n1cdHere are the warriors:'
transmit 'c9'name' cbvs.c9 'pl
transmit 'ca'name
transmit 'ceRace :cf'race
transmit 'ceClass :cf'class
transmit 'ceLevel :cf'level
transmit 'ceWeapon:cf'weapon
transmit 'ceHealth:cf'health
transmit 'ceA.C. :cf'ac
transmit 'n1ca'pl
transmit 'ceRace :cf'oprace
transmit 'ceClass :cf'opclass
transmit 'ceLevel :cf'oplevel
transmit 'ceWeapon:cf'opweapon
transmit 'ceHealth:cf'ophealth
transmit 'ceA.C. :cf'opac
transmit 'n1c9HIT A KEY WHEN YOU ARE READY!!g1'
signal war3
war3:
transmit 'f1n2cfYou are the challenger and must go first!'
transmit 'n1c9Acettack c9Mceagic c9Icetem c9Rceun!'
sendstring 'n2caWhat will it be? '
getchar
sa=upper(result)
if sa='A' then signal war4
if sa='M' then signal mattack
if sa='I' then signal ittack
if sa='R' then signal run1
if sa=p then signal quit
if sa='' then signal war3
signal war3
ittack:
transmit 'f1n1ceCombat Items:'
transmit 'cb1 cfMedical Kit ceAVAILABLE:c9' medkit
transmit 'cb2 cfInfo Goggles ceAVAILABLE:c9' infogog
transmit 'cb3 cfMagna Grenade ceAVAILABLE:c9' magnagren
transmit 'cb4 cfInfo Helm ceAVAILABLE:c9' uvir
transmit 'cb5 cfNova Grenade ceAVAILABLE:c9' novagren
sendstring 'n1ccPlease select an Item c9# ccto usece>>> '
getchar
itu=upper(result)
if itu=p then signal quit
if itu='Q' then signal war3
if itu='' then signal ittack
if itu='1' then signal medkit51
if itu='2' then signal infogog51
if itu='3' then signal magnagren51
if itu='4' then signal uvir51
if itu='5' then signal novagren51
signal ittack
uvir51:
if uvir=no then signal noitem1
transmit 'f1n1ce'pl 'info!'
transmit 'n1caHealth :cf' ophealth
transmit 'caDamage :cf' opdam
transmit 'caWeapon :cf' opweapon
transmit 'caMoney :cf' opmoney
transmit 'caThaco :cf' opthaco
transmit 'caAC :cf' opac
gfc=opthaco+ac
gfx=thaco+opac
transmit 'n1s1cbOn a roll of 1-20' pl 'will need ac9' gfc 'c9or better to hit you!!!s0'
transmit 'n1s1caIn order for you to hit them you will need ac9' gfx 'caor betters0'
if gfx>17 then transmit 'n1s1cfI suggest you either c9Runcf,c9 Use Magiccf orc9 Lob a Grenadecf!!s0'
transmit 'n1c9Hit any key when finished...g1'
signal ittack
novagren51:
if novagren=0 then signal noitem2
transmit 'n1cfYou lob a Nova Grenade at your enemy!w2'
gdam=VRnd(200,500)*2
transmit 'cfYou didc9' gdam 'cfpoints of damage!w2'
ophealth=ophealth-gdam
novagren=novagren-1
signal opdeath
magnagren51:
if magnagren=0 then signal noitem2
transmit 'n1cfYou lob a Magna Grenade at your enemy!w2'
gdam=VRnd(100,300)*2
transmit 'cfYou didc9' gdam 'cfpoints of damage!w2'
ophealth=ophealth-gdam
magnagren=magnagren-1
signal opdeath
medkit51:
if medkit=0 then signal noitem2
health=maxhealth
meduses=meduses-1
if meduses=0 then signal medkit52
transmit 'ceYou are healed!w2'
signal opponenturn
medkit52:
medkit=medkit-1
if medkit>0 then meduses=3
signal opponenturn
infogog51:
if infogog=no then signal noitem2
transmit 'f1n1ce'pl 'info!'
transmit 'n1caHealth :cf' ophealth
transmit 'caDamage :cf' opdam
transmit 'caWeapon :cf' opweapon
transmit 'caMoney :cf' opmoney
transmit 'caThaco :cf' opthaco
transmit 'caAC :cf' opac
transmit 'n1c9Hit any key when finished...g1'
signal opponenturn
noitem2:
transmit 'n1c9You do not have that item!w2'
signal ittack
mattack:
if magic=no then signal nomagic
transmit 'f1n1cePossible combat spells:'
transmit 'cb1 cfElectro Storm ceAVAILABLE:c9' elecstorm
transmit 'cb2 cfMental Punch ceAVAILABLE:c9' mentalpunch
transmit 'cb3 cfLow Heal ceAVAILABLE:c9' heal1
transmit 'cb4 cfLow Blast ceAVAILABLE:c9' blast1
transmit 'cb5 cfLow Shield ceAVAILABLE:c9' shield1
transmit 'cb6 cfMuscle ceAVAILABLE:c9' muscle
transmit 'cb7 cfHigh Heal ceAVAILABLE:c9' heal2
transmit 'cb8 cfHigh Blast ceAVAILABLE:c9' blast2
transmit 'cb9 cfHigh Shield ceAVAILABLE:c9' shield2
transmit 'cb10 cfMetal Storm ceAVAILABLE:c9' metalstorm
transmit 'cb11 cfLightning ceAVAILABLE:c9' lightning
transmit 'cb12 cfMissile ceAVAILABLE:c9' missile
transmit 'cb13 cfNuke ceAVAILABLE:c9' nuke
transmit 'cb14 cfDevastate ceAVAILABLE:c9' devastate
transmit 'cb15 cfHigh Nuke ceAVAILABLE:c9' nuke2
transmit 'cb16 cfHeal All ceAVAILABLE:c9' heal3
transmit 'cb17 cfRage ceAVAILABLE:c9' rage
transmit 'cb18 cfBecome Steel ceAVAILABLE:c9' becomesteel
query 'n1caPlease choose an available number for castingce>>c9 '
spl=upper(result);transmit spl
if spl=p then signal quit
if spl='' then signal mattack
if spl='Q' then signal war3
if spl=1 then signal estorm
if spl=2 then signal mpunch
if spl=3 then signal lheal
if spl=4 then signal mblast1
if spl=5 then signal mshield1
if spl=6 then signal mmuscle
if spl=7 then signal mheal2
if spl=8 then signal mblast2
if spl=9 then signal mshield2
if spl=10 then signal mmetalstorm
if spl=11 then signal mlightning
if spl=12 then signal mmissile
if spl=13 then signal mnuke
if spl=14 then signal mdevastate
if spl=15 then signal mnuke2a
if spl=16 then signal mheal3
if spl=17 then signal mrage
if spl=18 then signal mbesteel
signal mattack
mbesteel:
if becomesteel=no then signal donthaveit
scost=100
if scost>mrating then signal nomrating
transmit 'ceYou cast acf Become Steel cespell on yourself!w2'
mrating=mrating-scost
monthaco=monthaco+35
signal opdeath
mrage:
if rage=no then signal donthaveit
scost=400
if scost>mrating then signal nomrating
transmit 'ceYou cast acf Rage cespell on yourself!w2'
monthaco=monthaco+20
weapondam=weapondam+30
health=maxhealth
mrating=mrating-scost
signal opdeath
mheal3:
if heal3=no then signal donthaveit
scost=200
if scost>mrating then signal nomrating
transmit 'ceYou cast acf Heal cespell on yourself!w2'
health=maxhealth
mrating=mrating-scost
signal opdeath
mnuke2a:
if nuke2=no then signal donthaveit
scost=900
if scost>mrating then signal nomrating
transmit 'c9You have cast a cfHIGH NUKE c9at the' mon'w2'
dam=120*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal opdeath
estorm:
if elecstorm=no then signal donthaveit
scost=5*level
if scost>mrating then signal nomrating
transmit 'c9You have cast a wild cfElectric Storm c9at' pl'w2'
dam=Vrnd(8,12)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
ophealth=ophealth-dam
mrating=mrating-scost
signal opdeath
mpunch:
if mentalpunch=no then signal donthaveit
scost=10*level
if scost>mrating then signal nomrating
transmit 'c9You have cast a powerful cfMental Punch c9at' pl'w2'
dam=(10,15)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
ophealth=ophealth-dam
mrating=mrating-scost
signal opdeath
lheal:
if heal1=no then signal donthaveit1
scost=5*level
if scost>mrating then signal nomrating1
transmit 'ceYou cast acf Heal cespell on yourself!w2'
hlt=VRnd(10,16)*level
hls=hlt+health
health=health+hlt
if hls>maxhealth then health=maxhealth
signal opdeath
mblast1:
if blast1=no then signal donthaveit
scost=10*level
if scost>mrating then signal nomrating
transmit 'c9You have cast a powerful cfLow Blast c9at' pl'w2'
dam=VRnd(15,25)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
ophealth=ophealth-dam
mrating=mrating-scost
signal opdeath
mshield1:
if shield1=no then signal donthaveit
scost=25
if scost>mrating then signal nomrating
transmit 'c9You have cast a powerful cfLow Shield c9on yourself!w2'
opthaco=opthaco+7
mrating=mrating-scost
signal opdeath
mmuscle:
if muscle=no then signal donthaveit
scost=30
if scost>mrating then signal nomrating
transmit 'c9You have become very strong!w2'
weapondam=weapondam+10
mrating=mrating-scost
signal opdeath
mheal2:
if heal2=no then signal donthaveit1
scost=10*level
if scost>mrating then signal nomrating1
transmit 'ceYou cast acf Heal cespell on yourself!w2'
hlt=VRnd(17,25)*level
hls=hlt+health
health=health+hlt
if hls>maxhealth then health=maxhealth
signal opdeath
mblast2:
if blast2=no then signal donthaveit
scost=100
if scost>mrating then signal nomrating
transmit 'c9You have cast a powerful cfBlast c9at' pl'w2'
dam=VRnd(25,35*level)
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
ophealth=ophealth-dam
mrating=mrating-scost
signal opdeath
mshield2:
if shield2=no then signal donthaveit
scost=50
if scost>mrating then signal nomrating
transmit 'c9You have cast a powerful cfShield c9on yourself!w2'
opthaco=opthaco+11
mrating=mrating-scost
signal opdeath
mmetalstorm:
if metalstorm=no then signal donthaveit
scost=200
if scost>mrating then signal nomrating
transmit 'c9You have cast a powerful cfMetal Storm c9at' pl'w2'
dam=VRnd(35,45*level)
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
ophealth=ophealth-dam
mrating=mrating-scost
signal opdeath
mlightning:
if lightning=no then signal donthaveit
scost=200
if scost>mrating then signal nomrating
transmit 'c9You have cast a powerful cfLightning Bolt c9at' pl'w2'
dam=40*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
ophealth=ophealth-dam
mrating=mrating-scost
signal opdeath
mmissile:
if missile=no then signal donthaveit
scost=300
if scost>mrating then signal nomrating
transmit 'c9You have cast a powerful cfMissile c9at' pl'w2'
dam=VRnd(50,60)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
ophealth=ophealth-dam
mrating=mrating-scost
signal opdeath
mnuke:
if nuke=no then signal donthaveit
scost=700
if scost>mrating then signal nomrating
transmit 'c9You have cast a cfNUKE c9at' pl'w2'
dam=VRnd(90,110)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
ophealth=ophealth-dam
mrating=mrating-scost
signal opdeath
mdevastate:
devastate=no then signal donthaveit
scost=1000
if cost>mrating then signal nomrating
transmit 'c9You have devastated your enemy!w2'
ophealth=0
mrating=mrating-scost
signal opdeath
nomrating:
transmit 'n1c9You do not have enough MAGIC RATING to cast this spellw2'
signal mattack
donthaveit:
transmit 'n1ceYou do not have this spell in your arsenol!!!w2'
signal mattack
nomagic:
transmit 'n1cfYou do not possess the ability to use magic!!!w2'
signal war3
war4:
hit=thaco+opac
roll=VRnd(1,20)+1
if roll>hit then signal connect
transmit 'cfn1Your attack missed' pl'w2'
signal opponenturn
connect:
rd=VRnd(1,8)
if rd=1 then transmit 'n1c9You hit poor' pl'w2'
if rd=2 then transmit 'n1c9Your' weapon 'connected with' pl'w2'
if rd=3 then transmit 'n1c9You have hit' pl 'with your dreaded' weapon'w2'
if rd=4 then transmit 'n1c9Your' weapon 'slices through' pl 'with precisionw2'
if rd=5 then transmit 'n1c9You have damaged' pl 'with your assaultw2'
if rd=6 then transmit 'n1c9Your attack nailed' pl'w2'
if rd=7 then transmit 'n1c9You sure are good with a' weapon'. You hit' pl'!w2'
if rd=8 then transmit 'n1c9Blood flies everywhere from your assault!'
monhealth=monhealth-damage
transmit 'cfYou didc9' damage 'cfpoints of damage toc9' pl
signal opdeath
opponenturn:
transmit 'n1ce'pl 'is now returning the favorw2'
ophit=ac+opthaco
roll=VRnd(1,20)+1
if roll>ophit then signal connect1
transmit 'n1cfThey missed, howeverw2'
signal war3
connect1:
rds=VRnd(1,4)
if rds=1 then transmit 'n1c9'pl 'has hit you with their' opweapon'w2'
if rds=2 then transmit 'n1c9You are hit!w2'
if rds=3 then transmit 'n1c9WOW! You were really sliced!w2'
if rds=4 then transmit 'n1c9OUCH!' pl' is really laying into you!w2'
health=health-opdamage
signal death
death:
if health>1 then signal war3
transmit 'c9YIKES!!! That last attack killed you!!w2'
opmoney=opmoney+VRnd(200,600)*level+money
money=0
health=0
transmit 'cfThe cheat took your life and your money...w2'
opexperience=opexperience+VRnd(300,500)*level
transmit 'f1'
sendfile spath||'dead.ans'
transmit 'w1f1'
map=0
incity#=1
x=0
y=1
call savestats
call saveopponent
call quit
opdeath:
if ophealth>1 then signal opponenturn
transmit 'c9Your assault has killed' pl'w2'
experience=experience+VRnd(300,500)*oplevel
money=money+VRnd(200,600)*oplevel+opmoney
opmoney=0
ophealth=0
pfight=pfight+1
transmit 'f1'
sendfile spath||'win.ans'
transmit 'w1f1'
call saveopponent
call savestats
call levelup
levelup:
if experience>next then signal levelgain
signal done2
done2:
if pfight>maxpfight then signal out
if map>0 then signal mapcall
if location=bmarket then signal bmarketddd
signal war
complete1:
if map>0 then signal mapcall
signal war
out:
if map>0 then signal mapcall
transmit 's1cfYou have fought as many fights as you can today...w2s0'
signal main
level2:
if level=2 then signal done2
level=2
next=5000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
sendfile dpath||'hints'
transmit 'f1'
signal done2
level3:
if level=3 then signal done2
level=3
next=10000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level4:
if level=4 then signal done2
level=4
if magic=yes then mentalpunch=yes
next=25000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
sendfile dpath||'hints2'
transmit 'f1'
signal done2
level5:
if level=5 then signal done2
level=5
next=50000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level6:
if level=6 then signal done2
level=6
next=100000
if magic=yes then blast1=yes
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
thaco=thaco-2
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
sendfile dpath||'hints3'
transmit 'f1'
signal done2
level7:
if level=7 then signal done2
level=7
next=160000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level8:
if level=8 then signal done2
level=8
next=300000
thaco=thaco-2
mig=mental+maggy
if magic=yes then shield1=yes
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
sendfile dpath||'hints4'
transmit 'f1'
signal done2
level9:
if level=9 then signal done2
level=9
next=500000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level10:
if level=10 then signal done2
level=10
next=1000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
if magic=yes then muscle=yes
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
sendfile dpath||'hints5'
transmit 'f1'
signal done1
level11:
if level=11 then signal done2
level=11
next=1500000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level12:
if level=12 then signal done2
level=12
next=2500000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
if magic=yes then heal2=yes
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
sendfile dpath||'hints6'
transmit 'f1'
signal done1
level13:
if level=13 then signal done2
level=13
next=4500000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level14:
if level=14 then signal done2
level=14
next=7000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
if magic=yes then blast2=yes
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level15:
if level=15 then signal done2
level=15
next=9000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level16:
if level=16 then signal done2
level=16
next=12000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
if magic=yes then shield2=yes
health=health+lex
maxhealth=maxhealth+lex
signal done1
level17:
if level=17 then signal done2
level=17
next=15000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level18:
if level=18 then signal done2
level=18
next=18000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
if magic=yes then lightning=yes
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level19:
if level=19 then signal done2
level=19
next=21000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level20:
if level=20 then signal done2
level=20
next=24000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level21:
if level=21 then signal done2
level=21
next=27000000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level22:
if level=22 then signal done2
level=22
if magic=yes then mentalpunch=yes
next=3000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level23:
if level=23 then signal done2
level=23
next=35000000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level24:
if level=24 then signal done2
level=24
next=40000000
if magic=yes then blast1=yes
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
thaco=thaco-2
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level25:
if level=25 then signal done2
level=25
next=45000000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level26:
if level=26 then signal done2
level=26
next=50000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
if magic=yes then shield1=yes
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level27:
if level=27 then signal done2
level=27
next=55000000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level28:
if level=28 then signal done2
level=28
next=60000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
if magic=yes then muscle2=yes
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level29:
if level=29 then signal done2
level=29
next=65000000
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level30:
if level=30 then signal done2
level=30
next=70000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
if magic=yes then heal2=yes
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level31:
if level=31 then signal done2
level=31
next=75000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level32:
if level=32 then signal done2
level=32
next=80000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
if magic=yes then blast2=yes
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level33:
if level=33 then signal done2
level=33
next=85000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level34:
if level=34 then signal done2
level=34
next=90000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
if magic=yes then shield2=yes
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level35:
if level=35 then signal done2
level=35
next=95000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level36:
if level=36 then signal done2
level=36
next=100000000
thaco=thaco-2
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
if magic=yes then lightning=yes
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
level37:
if level=37 then signal done2
level=37
next=999999999999
thaco=thaco-1
mig=mental+maggy
mrating=mrating+mig
maxmrating=maxmrating+mig
lex=pointsup+endurance
health=health+lex
maxhealth=maxhealth+lex
signal done1
done1:
transmit 's1c9Congratulations,cf' name'c9! You are now levelcf' level's0w2'
signal done2
wimp:
transmit 'ce'pl 'is not up to your skill level. Try someone elsew2'
signal war
levelgain:
if level=1 then signal level2
if level=2 then signal level3
if level=3 then signal level4
if level=4 then signal level5
if level=5 then signal level6
if level=6 then signal level7
if level=7 then signal level8
if level=8 then signal level9
if level=9 then signal level10
if level=10 then signal level11
if level=11 then signal level12
if level=12 then signal level13
if level=13 then signal level14
if level=14 then signal level15
if level=15 then signal level16
if level=16 then signal level17
if level=17 then signal level18
if level=18 then signal level19
if level=19 then signal level20
if level=20 then signal level21
if level=21 then signal level22
if level=22 then signal level23
if level=23 then signal level24
if level=24 then signal level25
if level=25 then signal level26
if level=26 then signal level27
if level=27 then signal level28
if level=28 then signal level29
if level=29 then signal level30
if level=30 then signal level31
if level=31 then signal level32
if level=32 then signal level33
if level=33 then signal level34
if level=34 then signal level35
if level=35 then signal level36
if level=36 then signal level37
signal done2
bank:
if visits>3 then signal comebacklater
transmit 'f1n2cfWelcome to the c9Battle Landscf bankw2'
transmit 'n1cbQcauit cbScatart Account cbEcanter Bank'
sendstring 'n1cfWhat do you wish to do?? '
getchar
bk=upper(result);transmit 'cb'bk
if bk=p then signal quit
if bk='' then signal bank
if bk='Q' then signal main
if bk='S' then signal setupb
if bk='E' then signal access1
signal bank
comebacklater:
transmit 'ceYou have visited the bank too many times todayw2'
signal main
setupb:
transmit 'n1cdSo now you must choose a personal account number!w2'
transmit 'n1cfPlease follow these rules:'
transmit '1. Do not make the account number more than 10 digits.'
transmit '2. Do not make the account number with all zeros (0).'
transmit '3. Use only numbers (0-9).'
transmit '4. Remember the number if you plan on accessing your account.'
query 'n1cbEnter your account number herece>>> '
acc=upper(result);transmit 'c9'acc
if acc=p then signal quit
if acc='' then signal setupb
if acc='Q' then signal bank
if acc>9999999999 then signal setupb
account=acc
account1=0
signal banksave
banksave:
call open(1,upath'bank/'||acc,'w')
call writeln(1,name)
call writeln(1,account1)
call close(1)
account=acc
signal access1
banksave1:
call open(1,upath'bank/'||acc,'w')
call writeln(1,nameb)
call writeln(1,account1)
call close(1)
signal bankact
access1:
visits=visits+1
query 'f1n2caENTER YOUR ACCOUNT#ca>> '
acc=upper(result);transmit 'c9'acc
if acc=p then signal quit
if acc='Q' then signal main
if acc='' then signal access1
if exists(upath'bank/'acc)=1 then signal bankload
transmit 'ccNO SUCH ACCOUNT ON RECORDw2'
signal access1
Bankload:
call open(1,upath||'bank/'||acc,'r')
nameb=readln(1)
account1=readln(1)
call close(1)
signal bankact
bankact:
transmit 'cfWelcomece' nameb 'cf. You have $ce' account1 'cfin your account.'
transmit 'cfYou have $ce' money 'cfin your pocket!'
sendstring 'n1caWould you like to c9Dcaepositc9 Wcaithdraw orc9 Qcauit? '
getchar
act=upper(result)
if act='' then signal bankact
if act=p then signal quit
if act='W' then signal withdr
if act='D' then signal deposit1
if act='Q' then signal main
transmit ''
signal bankact
deposit1:
query 'can1How much do you wish to deposit?c9 '
dpt=upper(result);transmit 'cb'dpt
if dpt='' then signal deposit1
if dpt>money then signal bankact
if dpt=p then signal quit
if dpt='Q' then signal main
money=money-dpt
account1=account1+dpt
signal banksave1
withdr:
if account1<1 then signal access1
query 'can1How much money would you like to withdraw?c9 '
wdr=upper(result);transmit 'ca'wdr
if wdr>account1 then signal bankact
if wdr=p then signal quit
if wdr='' then signal withdr
account1=account1-wdr
money=money+wdr
signal banksave1
dope:
transmit 'n1c9You have no money to withdraw.w2'
signal bankact
quit:
transmit 'f1'
transmit 'n1c3Ending this round and saving your current stats...'
call savestats
transmit 'n1c6Finished...w1'
bufferflush
exit
camp:
transmit 'f1'
transmit 'n1c5You decided to bed down here for the night...'
call savestats
transmit 'n1c6Your statistics and location have been saved...w1'
exit
savestats:
call open(1,upath'stats/'||name,'w')
call writeln(1,money)
call writeln(1,health)
call writeln(1,maxhealth)
call writeln(1,strength)
call writeln(1,agility)
call writeln(1,endurance)
call writeln(1,mental)
call writeln(1,experience)
call writeln(1,level)
call writeln(1,class)
call writeln(1,race)
call writeln(1,weapon)
call writeln(1,armor)
call writeln(1,mrating)
call writeln(1,maxmrating)
call writeln(1,elecstorm)
call writeln(1,mentalpunch)
call writeln(1,heal1)
call writeln(1,blast1)
call writeln(1,shield1)
call writeln(1,muscle)
call writeln(1,heal2)
call writeln(1,blast2)
call writeln(1,shield2)
call writeln(1,metalstorm)
call writeln(1,lightning)
call writeln(1,missile)
call writeln(1,nuke)
call writeln(1,nuke2)
call writeln(1,devastate)
call writeln(1,heal3)
call writeln(1,summons)
call writeln(1,rage)
call writeln(1,becomesteel)
call writeln(1,muschip)
call writeln(1,physchip)
call writeln(1,linkchip)
call writeln(1,menchip)
call writeln(1,kadchip)
call writeln(1,pirchip)
call writeln(1,medkit)
call writeln(1,meduses)
call writeln(1,infogog)
call writeln(1,cboots)
call writeln(1,ac)
call writeln(1,thaco)
call writeln(1,assault)
call writeln(1,mountaineer)
call writeln(1,computers)
call writeln(1,historian)
call writeln(1,salesman)
call writeln(1,governments)
call writeln(1,medical)
call writeln(1,religion)
call writeln(1,racestudy)
call writeln(1,defense)
call writeln(1,disguise)
call writeln(1,gambling)
call writeln(1,damage)
call writeln(1,complete)
call writeln(1,weapondam)
call writeln(1,strdam)
call writeln(1,next)
call writeln(1,pfight)
call writeln(1,maxpfight)
call writeln(1,turn)
call writeln(1,maxturn)
call writeln(1,map)
call writeln(1,x)
call writeln(1,y)
call writeln(1,magic)
call writeln(1,account)
call writeln(1,key1)
call writeln(1,key2)
call writeln(1,key3)
call writeln(1,key4)
call writeln(1,key5)
call writeln(1,pointsup)
call writeln(1,tpass)
call writeln(1,flight)
call writeln(1,uvir)
call writeln(1,radit)
call writeln(1,fvk)
call writeln(1,fshield)
call writeln(1,flaga)
call writeln(1,flagb)
call writeln(1,flagc)
call writeln(1,flagd)
call writeln(1,flage)
call writeln(1,maggy)
call writeln(1,bmarket)
call writeln(1,incity#)
call writeln(1,city1)
call writeln(1,city2)
call writeln(1,city3)
call writeln(1,city4)
call writeln(1,city5)
call writeln(1,magnagren)
call writeln(1,novagren)
call writeln(1,visits)
call close(1)
return
healershop:
transmit 'f1n2s1cdHello' name 'and welcome to the healer...s0'
transmit 'n1ccOur rates are $10 for each health & Magic point healed...'
transmit 'n1ceWhat would you like done?'
transmit 'n1cdYour current health is:cf' health 'cdof a possible:cf' maxhealth
transmit 'cdYour current magic rating is:cf' mrating 'cdof a possible:cf' maxmrating
transmit 'n1c9Qcauit c9Hcaeal All c9Pcaoint Heal c9Mcaagic Rating'
query 'n1cfRelax & Input Your Desirece>>> '
pt=upper(result);transmit 'ce'pt
if pt=p then signal quit
if pt='' then signal healershop
if pt='Q' then signal shop
if pt='H' then signal healall
if pt='P' then signal pointheal
if pt='M' then signal magicheal
if pt=freebie then signal cheatheal
if pt=agilup then signal agilb
if pt=brainboy then signal mentalb
if pt=beback then signal strenb
if pt=feelgood then signal endurb
signal healershop
agilb:
transmit 'can1This procedure will cost $1,000,000.00w1'
if money<1000000 then signal broke
transmit 'n1c9s1This will take a while....'
transmit 'n1cfA few days later you are much more agile...w2s0'
agility=agility+2
ac=ac+1
money=money-1000000
signal main
mentalb:
transmit 'can1This procedure will cost $2,000,000.00w1'
if money<2000000 then signal broke
transmit 'n1c9s1This will take a while....'
transmit 'n1cfA few days later you are much more intelligent...w2s0'
mental=mental+2
money=money-2000000
signal main
strenb:
transmit 'can1This procedure will cost $3,000,000.00w1'
if money<3000000 then signal broke
transmit 'n1c9s1This will take a while....'
transmit 'n1cfA few days later you are much stronger...w2s0'
strength=strength+2
strdam=strdam+1
money=money-3000000
signal main
endurb:
transmit 'can1This procedure will cost $4,000,000.00w1'
if money<4000000 then signal broke
transmit 'n1c9s1This will take a while....'
transmit 'n1cfA few days later you are much more durable...w2s0'
endurance=endurance+2
health=health+40
maxhealth=maxhealth+40
money=money-4000000
signal main
cheatheal:
transmit 'cfAh, a very sneaky individual. Very well we shall heal you for free!w2'
health=maxhealth
mrating=maxmrating
signal shop
healall:
pts=maxhealth-health
meg=maxmrating-mrating
acost=pts*10
mcost=meg*10
hcost=acost+mcost
if hcost>money then signal broke
transmit 'c6s1Making you better...s0w2'
health=maxhealth
mrating=maxmrating
money=money-hcost
transmit 'ces1All better now...s0w2'
signal shop
magicheal:
query 'ceHow many Magic Rating Points do you want healed? '
mgp=upper(result);transmit 'cb'mgp
if mgp=p then signal quit
if mgp='Q' then signal healershop
if mgp='' then signal magicheal
if mgp*10>money then signal broke
if mgp>maxmrating-mrating then signal noway1
mrating=mrating+mgp
money=money-mgp*10
transmit 'cbYou have been healedcf' mgp 'w2'
signal shop
noway1:
transmit 'cfYou cannot have more thance' maxmrating 'cf magic points!w2'
signal magicheal
pointheal:
query 'ceHow many points do you wish to heal?w2 ';
pnts=upper(result);transmit 'cb'pnts
if pnts=p then signal quit
if pnts='Q' then signal healershop
if pnts='' then signal pointheal
if pnts*10>money then signal broke
if pnts>maxhealth-health then signal noway
health=health+pnts
money=money-pnts*10
transmit 'cbYou have been healedcf' pnts 'w2'
signal shop
noway:
transmit 'cfYou cannot have more thance' maxhealth 'cfpoints!w2'
signal pointheal
broke:
transmit 'c9I am sorry you do not have the funds for this optionw2'
signal healershop
signal main
error:
syntax:
call close(1)
call close(2)
call close(3)
transmit 'c7Error at line 'sigl' in Battle Lands'
transmit sourceline(sigl)
call savestats
exit
monsterattack:
moves=0
mat=VRnd(1,10)
if mat<7 then signal mapcall /* MAKE A NOTE TO CHANGE THIS AFTER TESTING */
if mat=7 then signal mapcall /* THIS WILL BECOME NPC AFTER TESTS */
if mat>7 then signal montack
signal move /* THIS WILL BECOME MOVE AFTER TESTS */
montack:
if map=3 then signal mon11
if map=4 then signal mon12
if map=6 then signal mon13
if level=1 then signal mon1
if level=2 then signal mon1
if level=3 then signal mon2
if level=4 then signal mon2
if level=5 then signal mon3
if level=6 then signal mon3
if level=7 then signal mon4
if level=8 then signal mon4
if level=9 then signal mon5
if level=10 then signal mon5
if level=11 then signal mon6
if level=12 then signal mon6
if level=13 then signal mon6
if level=14 then signal mon7
if level=15 then signal mon7
if level=16 then signal mon7
if level=17 then signal mon8
if level=18 then signal mon8
if level=19 then signal mon8
if level=20 then signal mon9
if level=21 then signal mon9
if level=22 then signal mon9
if level=23 then signal mon10
if level=24 then signal mon10
if level=25 then signal mon10
signal mon10
mon1:
mon=VRnd(1,15)
if mon=1 then mon=Rat Boy
if mon=2 then mon=Dungeon Miff
if mon=3 then mon=Helix Fern
if mon=4 then mon=Scamp Bloom
if mon=5 then mon=Scum Bucket
if mon=6 then mon=Office Floozie
if mon=7 then mon=City Dweller
if mon=8 then mon=Cave Newt
if mon=9 then mon=Servant Droid
if mon=10 then mon=Villuxator
if mon=11 then mon=weenie
if mon=12 then mon=wolf
if mon=13 then mon=adventure rat
if mon=14 then mon=Igon
if mon=15 then mon=Ice Blaster
signal loadmonster1
mon2:
mon=VRnd(1,15)
if mon=1 then mon=Villuxator
if mon=2 then mon=Igon
if mon=3 then mon=Killer Swarm
if mon=4 then mon=Buzz Devil
if mon=5 then mon=Maintenance Droid
if mon=6 then mon=Ice Blaster
if mon=7 then mon=Office Guard
if mon=8 then mon=City Officer
if mon=9 then mon=Gatorlope
if mon=10 then mon=Mechanic Droid
if mon=11 then mon=adventure rat
if mon=12 then mon=Office Floozie
if mon=13 then mon=flying beast
if mon=14 then mon=racing ooze
if mon=15 then mon=poodle
signal loadmonster1
mon3:
mon=VRnd(1,15)
if mon=1 then mon=Gatorlope
if mon=2 then mon=Office Guard
if mon=3 then mon=Backer
if mon=4 then mon=Cryoknight
if mon=5 then mon=Blackness
if mon=6 then mon=pitbull
if mon=7 then mon=poodle
if mon=8 then mon=gangbanger
if mon=9 then mon=sewer rat
if mon=10 then mon=guardian
if mon=11 then mon=snowman
if mon=12 then mon=flying beast
if mon=13 then mon=sunman
if mon=14 then mon=bandit
if mon=15 then mon=screamer
signal loadmonster1
mon4:
mon=VRnd(1,10)
if mon=1 then mon=pitbull
if mon=2 then mon=solar rat
if mon=3 then mon=runt
if mon=4 then mon=predator
if mon=5 then mon=tech guard
if mon=6 then mon=elite guard
if mon=7 then mon=giant
if mon=8 then mon=alien
if mon=9 then mon=gas monster
if mon=10 then mon=water fiend
signal loadmonster1
mon5:
mon=VRnd(1,10)
if mon=1 then mon=water fiend
if mon=2 then mon=Blood Sucker
if mon=3 then mon=phantom
if mon=4 then mon=servant spider
if mon=5 then mon=mentalist
if mon=6 then mon=phase hero
if mon=7 then mon=stone beast
if mon=8 then mon=gamma spider
if mon=9 then mon=warrior
if mon=10 then mon=electric devil
signal loadmonster1
mon6:
mon=VRnd(1,10)
if mon=1 then mon=electric devil
if mon=2 then mon=warrior
if mon=3 then mon=gamma spider
if mon=4 then mon=spider from hell
if mon=5 then mon=singer
if mon=6 then mon=scourge
if mon=7 then mon=udrak
if mon=8 then mon=gateway shock trooper
if mon=9 then mon=entity
if mon=10 then mon=stone beast
signal loadmonster1
mon7:
mon=VRnd(1,10)
if mon=1 then mon=scourge
if mon=2 then mon=udrak
if mon=3 then mon=entity
if mon=4 then mon=chrome beast
if mon=5 then mon=Attritoa
if mon=6 then mon=Caticore
if mon=7 then mon=Proalyn
if mon=8 then mon=Light Beast
if mon=9 then mon=Shreeva
if mon=10 then mon=Kryt0x
call loadmonster1
mon8:
mon=VRnd(1,10)
if mon=1 then mon=Dark Beast
if mon=2 then mon=Lava Warrior
if mon=3 then mon=Strangle Lich
if mon=4 then mon=Mind Giant
if mon=5 then mon=Time Golem
if mon=6 then mon=Nether Region Trooper
if mon=7 then mon=Proalyn
if mon=8 then mon=Light Beast
if mon=9 then mon=Shreeva
if mon=10 then mon=Kryt0x
call loadmonster1
mon9:
mon=VRnd(1,10)
if mon=1 then mon=Dark Beast
if mon=2 then mon=Lava Warrior
if mon=3 then mon=Strangle Lich
if mon=4 then mon=Mind Giant
if mon=5 then mon=Time Golem
if mon=6 then mon=Nether Region Trooper
if mon=7 then mon=Villain Clone
if mon=8 then mon=Vault Guardian
if mon=9 then mon=Void
if mon=10 then mon=Sould Fiend
call loadmonster1
mon10:
mon=VRnd(1,10)
if mon=1 then mon=Godzilla
if mon=2 then mon=Jzeredenon
if mon=3 then mon=Mescochalmia
if mon=4 then mon=Bozium
if mon=5 then mon=Holocaust
if mon=6 then mon=Lovecraft
if mon=7 then mon=Villain Clone
if mon=8 then mon=Vault Guardian
if mon=9 then mon=Void
if mon=10 then mon=Soul Fiend
call loadmonster1
mon11:
mon=Vrnd(1,5)
if mon=1 then mon=Shining Knight
if mon=2 then mon=Castle Guardian
if mon=3 then mon=Ancient Spectre
if mon=4 then mon=Castle Demon
if mon=5 then mon=Castle Mage
signal loadmonster1
mon12:
mon=VRnd(1,3)
if mon=1 then mon=udrak warrior
if mon=2 then mon=alien beast
if mon=3 then mon=udrak knight
signal loadmonster1
mon13:
mon=VRnd(1,4)
if mon=1 then mon=Military Guard
if mon=2 then mon=Platoon Leader
if mon=3 then mon=P.O.W.
if mon=4 then mon=General
signal loadmonster1
loadmonster1:
call open(1,epath||mon)
monhealth=readln(1)
mondam=readln(1)
monweapon=readln(1)
monvalue=readln(1)
monmoney=readln(1)
monthaco=readln(1)
monac=readln(1)
mondes=readln(1)
monagility=readln(1)
call close(1)
signal battle
battle:
transmit 'f1n2cfs1'mondes 's0w2'
if agility>monagility then signal battle1
transmit 'n1cfThe' mon ' is faster than you! Too bad!w2'
signal monaturn
battle1:
transmit 'f1n2cfIT IS YOUR MOVE'
transmit 'n1c9Your health:cf' health 'c9Health of thecb' mon'c9:cf' monhealth
transmit 'n1c9Acettack c9Mceagic c9Icetem c9Rceun!'
sendstring 'n2caWhat will it be? '
getchar
sa=upper(result)
if sa='A' then signal battle2
if sa='M' then signal magic30
if sa='I' then signal item30
if sa='R' then signal run2
if sa=p then signal quit
if sa='' then signal war3
signal battle2
item30:
transmit 'f1n1ceCombat Items:'
transmit 'cb1 cfMedical Kit ceAVAILABLE:c9' medkit
transmit 'cb2 cfInfo Goggles ceAVAILABLE:c9' infogog
transmit 'cb3 cfMagna Grenade ceAVAILABLE:c9' magnagren
transmit 'cb4 cfInfo Helm ceAVAILABLE:c9' uvir
transmit 'cb5 cfNova Grenade ceAVAILABLE:c9' novagren
sendstring 'n1ccPlease select an Item c9# ccto usece>>> '
getchar
itu=upper(result)
if itu=p then signal quit
if itu='Q' then signal battle1
if itu='' then signal item30
if itu='1' then signal medkit5
if itu='2' then signal infogog5
if itu='3' then signal magnagren52
if itu='4' then signal uvir52
if itu='5' then signal novagren52
signal item30
uvir52:
if uvir=no then signal noitem
transmit 'f1n1ce'mon 'info!'
transmit 'n1caHealth :cf' monhealth
transmit 'caDamage :cf' mondam
transmit 'caWeapon :cf' monweapon
transmit 'caMoney :cf' monmoney
transmit 'caThaco :cf' monthaco
transmit 'caAC :cf' monac
gfc=monthaco+ac
gfx=monac+thaco
transmit 'n1s1cbOn a roll of 1-20 the' mon 'will need ac9' gfc 'cbor better to hit you!!!s0'
transmit 'n1s1cbYou will gainc9' monvalue 'cbexperience for killing them!!s0'
transmit 'n1s1caIn order for you to hit them you will need ac9' gfx 'caor betters0'
if gfx>17 then transmit 'n1s1cfI suggest you either c9Runcf,c9 Use Magiccf orc9 Lob a Grenadecf!!s0'
transmit 'n1c9Hit any key when finished...g1'
signal item30
novagren52:
if novagren=0 then signal noitem
transmit 'n1cfYou lob a Nova Grenade at your enemy!w2'
gdam=VRnd(200,500)*2
transmit 'cfYou didc9' gdam 'cfpoints of damage!w2'
monhealth=monhealth-gdam
novagren=novagren-1
signal modeath
magnagren52:
if magnagren=0 then signal noitem
transmit 'n1cfYou lob a Magna Grenade at your enemy!w2'
gdam=VRnd(100,300)*2
transmit 'cfYou didc9' gdam 'cfpoints of damage!w2'
monhealth=monhealth-gdam
magnagren=magnagren-1
signal modeath
medkit5:
if medkit=0 then signal noitem
health=maxhealth
meduses=meduses-1
if meduses=0 then signal medkit5a
transmit 'ceYou are healed!w2'
signal monaturn
medkit5a:
medkit=medkit-1
if medkit>0 then meduses=3
signal monaturn
infogog5:
if infogog=no then signal noitem
transmit 'f1n1ce'mon 'info!'
transmit 'n1caHealth :cf' monhealth
transmit 'caDamage :cf' mondam
transmit 'caWeapon :cf' monweapon
transmit 'caMoney :cf' monmoney
transmit 'caValue :cf' monvalue 'caexperience points'
transmit 'caThaco :cf' monthaco
transmit 'caAC :cf' monac
transmit 'caAgility :cf' monagility
transmit 'n1c9Hit any key when finished...g1'
signal monaturn
noitem:
transmit 'n1c9You do not have that item!w2'
signal item30
magic30:
if magic=no then signal nomagic1
transmit 'f1n1cePossible combat spells:'
transmit 'cb1 cfElectro Storm ceAVAILABLE:c9' elecstorm
transmit 'cb2 cfMental Punch ceAVAILABLE:c9' mentalpunch
transmit 'cb3 cfLow Heal ceAVAILABLE:c9' heal1
transmit 'cb4 cfLow Blast ceAVAILABLE:c9' blast1
transmit 'cb5 cfLow Shield ceAVAILABLE:c9' shield1
transmit 'cb6 cfMuscle ceAVAILABLE:c9' muscle
transmit 'cb7 cfHigh Heal ceAVAILABLE:c9' heal2
transmit 'cb8 cfHigh Blast ceAVAILABLE:c9' blast2
transmit 'cb9 cfHigh Shield ceAVAILABLE:c9' shield2
transmit 'cb10 cfMetal Storm ceAVAILABLE:c9' metalstorm
transmit 'cb11 cfLightning ceAVAILABLE:c9' lightning
transmit 'cb12 cfMissile ceAVAILABLE:c9' missile
transmit 'cb13 cfNuke ceAVAILABLE:c9' nuke
transmit 'cb14 cfDevastate ceAVAILABLE:c9' devastate
transmit 'cb15 cfHigh Nuke ceAVAILABLE:c9' nuke2
transmit 'cb16 cfHeal All ceAVAILABLE:c9' heal3
transmit 'cb17 cfRage ceAVAILABLE:c9' rage
transmit 'cb18 cfBecome Steel ceAVAILABLE:c9' becomesteel
query 'n1caPlease choose an available number for castingce>>c9 '
spl=upper(result);transmit spl
if spl=p then signal quit
if spl='' then signal magic30
if spl='Q' then signal battle1
if spl=1 then signal estorm1
if spl=2 then signal mpunch1
if spl=3 then signal lheal1
if spl=4 then signal mblast11
if spl=5 then signal mshield11
if spl=6 then signal mmuscle1
if spl=7 then signal mheal21
if spl=8 then signal mblast21
if spl=9 then signal mshield21
if spl=10 then signal mmetalstorm1
if spl=11 then signal mlightning1
if spl=12 then signal mmissile1
if spl=13 then signal mnuke1
if spl=14 then signal mdevastate1
if spl=15 then signal mnuke2
if spl=16 then signal mheal31
if spl=17 then signal mrage1
if spl=18 then signal mbesteel1
signal magic30
mbesteel1:
if becomesteel=no then signal donthaveit1
scost=100
if scost>mrating then signal nomrating1
transmit 'ceYou cast acf Become Steel cespell on yourself!w2'
mrating=mrating-scost
monthaco=monthaco+35
signal modeath
mrage1:
if rage=no then signal donthaveit1
scost=400
if scost>mrating then signal nomrating1
transmit 'ceYou cast acf Rage cespell on yourself!w2'
monthaco=monthaco+20
weapondam=weapondam+30
health=maxhealth
mrating=mrating-scost
signal modeath
mheal31:
if heal3=no then signal donthaveit1
scost=200
if scost>mrating then signal nomrating1
transmit 'ceYou cast acf Heal cespell on yourself!w2'
health=maxhealth
mrating=mrating-scost
signal modeath
mnuke2:
if nuke2=no then signal donthaveit1
scost=900
if scost>mrating then signal nomrating1
transmit 'c9You have cast a cfHIGH NUKE c9at the' mon'w2'
dam=120*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal modeath
estorm1:
if elecstorm=no then signal donthaveit1
scost=5*level
if scost>mrating then signal nomrating1
transmit 'c9You have cast a wild cfElectric Storm c9at' mon'w2'
dam=Vrnd(8,12)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal modeath
mpunch1:
if mentalpunch=no then signal donthaveit1
scost=10*level
if scost>mrating then signal nomrating1
transmit 'c9You have cast a powerful cfMental Punch c9at' mon'w2'
dam=VRnd(10,15)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal modeath
lheal1:
if heal1=no then signal donthaveit1
scost=5*level
if scost>mrating then signal nomrating1
transmit 'ceYou cast acf Heal cespell on yourself!w2'
hlt=VRnd(10,16)*level
hls=hlt+health
health=health+hlt
if hls>maxhealth then health=maxhealth
mrating=mrating-scost
signal modeath
mblast11:
if blast1=no then signal donthaveit1
scost=10*level
if scost>mrating then signal nomrating1
transmit 'c9You have cast a powerful cfLow Blast c9at' mon'w2'
dam=VRnd(20,25)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal modeath
mshield11:
if shield1=no then signal donthaveit1
scost=25
if scost>mrating then signal nomrating1
transmit 'c9You have cast a powerful cfLow Shield c9on yourself!w2'
monthaco=monthaco+7
mrating=mrating-scost
signal modeath
mmuscle1:
if muscle=no then signal donthaveit1
scost=30
if scost>mrating then signal nomrating1
transmit 'c9You have become very strong!w2'
weapondam=weapondam+10
mrating=mrating-scost
signal modeath
mheal21:
if heal2=no then signal donthaveit1
scost=10*level
if scost>mrating then signal nomrating1
transmit 'ceYou cast acf Heal cespell on yourself!w2'
hlt=VRnd(17,25)*level
hls=hlt+health
health=health+hlt
if hls>maxhealth then health=maxhealth
mrating=mrating-scost
signal modeath
mblast21:
if blast2=no then signal donthaveit1
scost=100
if scost>mrating then signal nomrating1
transmit 'c9You have cast a powerful cfBlast c9at' mon'w2'
dam=VRnd(25,35)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal modeath
mshield21:
if shield2=no then signal donthaveit1
scost=50
if scost>mrating then signal nomrating1
transmit 'c9You have cast a powerful cfShield c9on yourself!w2'
monthaco=monthaco+11
mrating=mrating-scost
signal modeath
mmetalstorm1:
if metalstorm=no then signal donthaveit1
scost=200
if scost>mrating then signal nomrating1
transmit 'c9You have cast a powerful cfMetal Storm c9at' mon'w2'
dam=VRnd(35,45)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal modeath
mlightning1:
if lightning=no then signal donthaveit1
scost=200
if scost>mrating then signal nomrating1
transmit 'c9You have cast a powerful cfLightning Bolt c9at' mon'w2'
dam=40*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal modeath
mmissile1:
if missile=no then signal donthaveit1
scost=300
if scost>mrating then signal nomrating1
transmit 'c9You have cast a powerful cfMissile c9at' mon'w2'
dam=VRnd(50,60)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal modeath
mnuke1:
if nuke=no then signal donthaveit1
scost=700
if scost>mrating then signal nomrating1
transmit 'c9You have cast a cfNUKE c9at' mon'w2'
dam=VRnd(90,110)*level
transmit 'n1c9You didcf' dam 'c9points of damage!w2'
monhealth=monhealth-dam
mrating=mrating-scost
signal modeath
mdevastate1:
if devastate=no then signal donthaveit1
scost=1000
if cost>mrating then signal nomrating1
transmit 'c9You have devastated your enemy!w2'
monhealth=0
mrating=mrating-scost
signal modeath
nomrating1:
transmit 'n1c9You do not have enough MAGIC RATING to cast this spellw2'
signal magic30
donthaveit1:
transmit 'n1ceYou do not have this spell in your arsenol!!!w2'
signal magic30
nomagic1:
transmit 'n1cfYou do not possess the ability to use magic!!!w2'
signal battle1
battle2:
hit=thaco+monac
roll=VRnd(1,20)+1
if roll>hit then signal connect2
transmit 'cfn1Your attack missed the' mon'w2'
signal monaturn
connect2:
rd=VRnd(1,8)
if rd=1 then transmit 'n1c9You hit the poor' mon'w2'
if rd=2 then transmit 'n1c9Your' weapon 'connected with the' mon'w2'
if rd=3 then transmit 'n1c9You have hit the' mon 'with your dreaded' weapon'w2'
if rd=4 then transmit 'n1c9Your' weapon 'slices through the' mon 'with precisionw2'
if rd=5 then transmit 'n1c9You have damaged the' mon 'with your assaultw2'
if rd=6 then transmit 'n1c9Your attack nailed the' mon'w2'
if rd=7 then transmit 'n1c9You sure are good with a' weapon'. You hit the' mon'!w2'
if rd=8 then transmit 'n1c9Blood flies everywhere from your assault!'
monhealth=monhealth-damage
transmit 'cfYou didc9' damage 'cfpoints of damage to thec9' mon
signal modeath
monaturn:
transmit 'n1ce'mon 'is now returning the favorw2'
monhit=monthaco+ac
roll=VRnd(1,20)+1
if roll>monhit then signal connect3
transmit 'n1cfThey missed, howeverw2'
signal battle1
connect3:
rds=VRnd(1,4)
if rds=1 then transmit 'n1c9'mon 'has hit you with their' monweapon'w2'
if rds=2 then transmit 'n1c9You are hit!w2'
if rds=3 then transmit 'n1c9WOW! You were really sliced!w2'
if rds=4 then transmit 'n1c9OUCH!' mon' is really laying into you!w2'
health=health-mondam
signal yodeath
yodeath:
if health>1 then signal battle1
transmit 'c9YIKES!!! That last attack killed you!!w2'
health=0
transmit 'f1'
sendfile spath||'dead.ans'
transmit 'w1f1'
map=0
incity#=1
x=0
y=1
call savestats
call quit
modeath:
if monhealth>1 then signal monaturn
transmit 'c9Your assault has killed thecf' mon'w2'
experience=experience+monvalue
money2=monmoney*3
money=money+money2
transmit 'f1'
sendfile spath||'win.ans'
transmit 'w1f1'
signal levelup
signal done2
college:
transmit 'f1'
sendfile mmpath||'school.ans'
transmit 'n1ceYou have $cf'money 'ceto spend'
query 'n1cbChoose a course for studyca>>c9 '
col=upper(result);transmit col
if col=p then signal quit
if col='' then signal college
if col='Q' then signal main
if col='1' then col=mount
if col='2' then col=comp
if col='3' then col=hist
if col='4' then col=sales
if col='5' then col=gove
if col='6' then col=medi
if col='7' then col=relig
if col='8' then col=racestud
if col='9' then col=defend
if col='10' then col=assail
if col='11' then col=disguy
if col='12' then col=gambler
if exists(sspath||col)=1 then call skillbought1
signal college
skillbought1:
call open(1,sspath||col)
coltag=readln(1)
colcost=readln(1)
call close(1)
if money>colcost then signal skillbought2
transmit 'ceYou do not have the funds necessary to join this course!w2'
signal college
skillbought2:
transmit 'cdAce 'coltag 'cdcosts $ce'colcost
sendstring 'cbDo you wish to study this?c9 [No]ce '
getchar
cn=upper(result);transmit 'cb'cn
if cn=p then quit
if cn='Y' then signal skillbought3
transmit 'ceMake up your mind!w2'
signal college
skillbought3:
if col=mount then signal mount1
if col=comp then signal comp1
if col=hist then signal hist1
if col=sales then signal sales1
if col=gove then signal gove1
if col=medi then signal medi1
if col=relig then signal relig1
if col=racestud then signal racestud1
if col=defend then signal defend1
if col=assail then signal assail1
if col=disguy then signal disguy1
if col=gambler then signal gambler1
mount1:
if mountaineer>99 then signal toosmart
skl=Vrnd(35,60+mental)
mountaineer=mountaineer+skl
if mountaineer>100 then mountaineer=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' mountaineer'w2'
money=money-colcost
call savestats
call college
hist1:
if historian>99 then signal toosmart
skl=Vrnd(35,60+mental)
historian=historian+skl
if historian>100 then historian=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' historian'w2'
money=money-colcost
call savestats
call college
comp1:
if computers>99 then signal toosmart
skl=Vrnd(35,60+mental)
computers=computers+skl
if computers>100 then computers=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' computers'w2'
money=money-colcost
call savestats
call college
sales1:
if salesman>99 then signal toosmart
skl=Vrnd(35,60+mental)
salesman=salesman+skl
if salesman>100 then salesman=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' salesman'w2'
money=money-colcost
call savestats
call college
gove1:
if governments>99 then signal toosmart
skl=Vrnd(35,60+mental)
governments=governments+skl
if governments>100 then governments=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' governments'w2'
money=money-colcost
call savestats
call college
medi1:
if medical>99 then signal toosmart
skl=Vrnd(35,60+mental)
medical=medical+skl
if medical>100 then medical=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' medical'w2'
money=money-colcost
call savestats
call college
relig1:
if religion>99 then signal toosmart
skl=Vrnd(35,60+mental)
religion=religion+skl
if religion>100 then religion=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' religion'w2'
money=money-colcost
call savestats
call college
racestud1:
if racestudy>99 then signal toosmart
skl=Vrnd(35,60+mental)
racestudy=racestudy+skl
if racestudy>100 then racestudy=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' racestudy'w2'
money=money-colcost
call savestats
call college
assail1:
if assault>99 then signal toosmart
skl=Vrnd(35,60+mental)
assault=assault+skl
if assault>100 then assault=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' assault'w2'
if skl<50 then thaco=thaco-2
if skl>49 then thaco=thaco-4
money=money-colcost
call savestats
call college
defend1:
if defense>99 then signal toosmart
skl=Vrnd(35,60+mental)
defense=defense+skl
if defense>100 then defense=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' defense'w2'
money=money-colcost
if skl<50 then ac=ac+2
if skl>49 then ac=ac+4
call savestats
call college
disguy1:
if disguise>99 then signal toosmart
skl=Vrnd(35,60+mental)
disguise=disguise+skl
if disguise>100 then disguise=100
transmit 'caYou got acb' skl 'camaking your skill level:cb' disguise'w2'
money=money-colcost
call savestats
call college
gambler1:
if gambling>139 then signal toosmart
skl=Vrnd(35,60+mental)
gambling=gambling+skl
if gambling>140 then gambling=140
transmit 'caYou got acb' skl 'camaking your skill level:cb' gambling'w2'
money=money-colcost
call savestats
call college
toosmart:
transmit 'ceYour knowledge in this area is as high as we can get it!w2'
signal college
transporter:
if tpass=no then signal gohome
transmit 'f1ceAhh! I see you want to take the comfortable path!w2'
transmit 'n1cfUnfortunately, you must have visited your destination to transport there now.w2'
Transmit 'n1cfHere are your choices:'
transmit 'n1cb1. caKASAD VA AMORIA :cf' city1
transmit 'cb2. caILLIUN TRIS LUXOON :cf' city2
transmit 'cb3. caBALLACK TUMBORJUN :cf' city3
transmit 'cb4. caASADA IX NOJAMY :cf' city4
transmit 'cb5. caDAYTOX HILKISDEN :cf' city5
sendstring 'n1cdWhat will it be? '
getchar
dest=upper(result)
if dest=incity# then signal youarehere
if dest=p then signal quit
if dest='Q' then signal main
if dest='1' then signal kasad
if dest='2' then signal illiun
signal transporter
kasad:
transmit 'n1ccAfter a somewhat uneasy trip you reassemble in Kasad Va Amoria!w2'
incity#=1
x=0
y=1
signal main
illiun:
if city2=no then signal transporter
transmit 'n1ccAfter a really nightmarish transport ride you reassemble in Illiun Tris Luxoon!w2'
incity#=2
x=16
y=11
signal main
youarehere:
transmit 'n1c9You are already at this location!!!w2'
signal transporter
gohome:
transmit 'c9You do not have a transporter pass!! Go home!w2'
signal main
startmove:
if health<1 then signal oopsie
map=1
sendfile spath||'battle.ans'
transmit 'w2f1'
bufferflush
signal mapcall
oopsie:
transmit 'n1ceYou cannot enter the c9BATTLE LANDSce in your condition!!w2'
signal main
illout:
signal mapcall
mapcall:
if map=1 then signal map1
if map=2 then signal map2
if map=3 then signal map3
if map=4 then signal map4
if map=5 then signal map5
if map=6 then signal map6
Map1:
bufferflush
line1='^9^9^2
│#│
#####
^^^^^^^^^^^
::::::::
+│+
:::
^^^^^^^^^^^^^^^^^^^^^^^^^^^
'
line2='
#
|
#####
^^^^^^^^^^^
::::::::::::::::
^^^^^^^^^^^^^^^^^^
::::
\^/
^
'
line3='
#
|
###
^^^^^^^^^^
#############
|
##
***
^^^^^^^
::::::::::::::::::
^
'
line4='
#
===========================|
##
****
^^^^^^^^^^^^^^^^^^^
:::::
^
'
line5='
##
^^^^^^^^^^^^^
#############
|
##
******
^^^^^^^
***
[=]
^^^^^^
###
^
'
line6='
::
^^^^^^^^^^^
###########
****
|
***********************
^^^^^
###
'
line7='
::
^^^^^^^^
######
^^^^^^^
####
*
|
########################
^^^^
###
'
line8='
:::
^^^^^^
:
###
^^^^
~~~~
^^^^^
#
*
|
***
######################
^^^
###
'
line9='
::::
^^^^^
:
#####
^^
~~~~~~~~
^^^
|
^^
**********
##############
^^^^
#
'
line10='
::
(*)
^^^
::::
^^^^^
~~~~~~~~
^^^
=============================|
##
'
line11='
::::::
^^
:::::::
│#│
~~~~~~~
^^
********************
#########
|
##
'
line12='
:::::::::::::
^^^^^^^^^
~~~~~~~~~~~~~~~~~~~~~
***
###########
|
**
'
line13='
######
::::::::::::::
^^^^^^^
********
#####
*
~~~~
***
####
********
'
line14='
^^^^
######
:::::::::::::
##################
**
~~~
****
/+\
*******
'
line15='
???
^^^^
#####
:::::::::::::
#################
(*)
~~~
************
'
signal icon1
map2:
bufferflush
line1='^9^9^2////////////////////////////////////// '
line2='//
}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
// '
line3='//////
}}
//////////////////////////
}}
// '
line4='//
}}
//
}}
//
$
///////
}}}}}}}}}
///////
}}
// '
line5='//
}}
//
}}
//////////
}}}}}}}}}
[]
}}}}}}}
// '
line6='//
}}
//
}}
//////////////////////////
}}
// '
line7='//
}}
//
}}
//////////
}}}}
////////////
}}
// '
line8='//
}}
//
}}
//////////
}}}}
////////////
}}
// '
line9='//
}}
//
}}
//
}}}}}}}}}}}}}}}}}}}}}}}}}}
// '
line10='//
}}
//
}}
//
}}
/////
}}}}}
//////////////// '
line11='//
}}
//
}}
//
}}
/////
}}}}}
//////
}}}}}}}
X
// '
line12='//
}}
//
}}
//
}}
()
}}}}}}}}
//////
}}}}}}}}
// '
line13='//
}}}}}}
//
}}}}}}}}}}}}}}}}}}}}}}}}}}
// '
line14='////////////////////////////////////// '
line15='////////////////////////////////////// '
signal icon1
map2stuff:
bufferflush
location=Spelunking Around a cave!
if x=2 & y=2 then location='cc'An apparent exit from this hole!
if x=12 & y=12 then location='cb'A hole going nowhere!!! YET!
if x=34 & y=11 then signal keykey
if x=28 & y=5 then signal SteelDoor
if x>36 then x=36
if x<0 then x=0
if y<1 then y=1
if y>15 then y=15
if x=10 & y=4 then signal bigbucks
if x=2 & y=3 | x=32 & y=3 | x=30 & y=3 | x=28 & y=3 | x=4 & y=3 | x=8 & y=5 | x=8 & y=4 | x=8 & y=3 | x=10 & y=3 | x=12 & y=3 | x=14 & y=3 | x=16 & y=3 | x=18 & y=3 then signal bumpwall
if x=26 & y=3 | x=24 & y=3 | x=22 & y=3 | x=20 & y=3 | x=32 & y=4 | x=30 & y=4 | x=28 & y=4 | x=8 & y=6 | x=8 & y=7 | x=4 & y=3 | x=18 & y=6 | x=16 & y=4 | x=8 & y=13 then signal bumpwall
if x=4 & y=4 | x=4 & y=5 | x=4 & y=6 | x=4 & y=7 | x=4 & y=8 | x=4 & y=9 | x=4 & y=10 | x=4 & y=11 | x=4 & y=12 | x=8 & y=8 | x=8 & y=9 | x=8 & y=10 | x=8 & y=11 then signal bumpwall
if x=20 & y=6 | x=22 & y=6 | x=24 & y=6 | x=26 & y=6 | x=28 & y=6 | x=30 & y=6 | x=32 & y=6 | x=32 & y=7 | x=32 & y=8 | x=30 & y=8 | x=28 & y=8 | x=26 & y=8 | x=24 & y=8 then signal bumpwall
if x=22 & y=8 | x=22 & y=7 | x=16 & y=7 | x=16 & y=8 | x=14 & y=8 | x=12 & y=8 | x=10 & y=8 | x=8 & y=8 | x=22 & y=10 | x=24 & y=10 | x=26 & y=10 | x=28 & y=10 | x=30 & y=10 then signal bumpwall
if x=32 & y=10 | x=34 & y=10 | x=22 & y=11 | x=24 & y=12 | x=26 & y=12 | x=26 & y=11 | x=16 & y=10 | x=16 & y=11 | x=14 & y=10 | x=14 & y=11 then signal bumpwall
if y=1 then signal bumpwall
if x=36 then signal bumpwall
if y=14 then signal bumpwall
if x=0 then signal bumpwall
signal move
icon1:
if class=rogue then icon='z1cfRGq1'
if class=knight then icon='z1cfKNq1'
if class=mentalist then icon='z4cfMNq1'
if class=assassin then icon='z5cfASq1'
if class=arms expert then icon='z5cfEXq1'
if class=globalist then icon='z4cfGBq1'
signal xpos1
map1stuff:
bufferflush
location=roaming the battle lands
if x>59 then signal edgefall
if x<0 then signal edgefall
if y<1 then signal edgefall
if y>15 then signal edgefall
if x=0 & y=1 then location='cd'The City of Kasad Va Amoria
if x=16 & y=11 then location='ce'The City Of Illiun Tris Luxoon
if x=2 & y=10 then location='c3'A very dark cave
if x=0 & y=15 then location='c1'An odd alien craft
if x=28 & y=1 then location='ce'A Huge Castle
if x=56 & y=2 then location='cd'Ancient Ruins
if x=48 & y=5 then location='cf'A Secure military Base
if x=50 & y=14 then location='c6'An ancient Temple
if x=42 & y=15 then location='c7'A deep cave
if x=0 & y=14 | x=2 & y=14 | x=4 & y=15 then signal cantgo
if x=12 & y=13 | x=56 & y=1 | x=44 & y=4 then signal bigbucks
if x=8 & y=1 | x=18 & y=1 | x=32 & y=1 | x=7 & y=2 | x=16 & y=2 | x=34 & y=2 | x=40 & y=2 | x=42 & y=2 | x=44 & y=2 then signal cantgo2
if x=40 & y=3 | x=6 & y=3 | x=8 & y=3 | x=8 & y=3 | x=10 & y=3 | x=12 & y=3 | x=14 & y=3 then signal cantgo2
if x=10 & y=3 | x=8 & y=5 | x=46 & y=2 then location='ce'a mountain pass
if x=2 & y=5 | x=6 & y=2 | x=2 & y=6 | x=2 & y=7 | x=2 & y=8 | x=4 & y=9 | x=4 & y=10 | x=6 & y=11 | x=6 & y=10 | x=8 & y=9 then signal cantgo2
if x=8 & y=8 | x=8 & y=7 | x=10 & y=6 | x=10 & y=6 | x=12 & y=6 | x=12 & y=5 | x=4 & y=5 | x=6 & y=5 then signal cantgo2
if x=6 & y=5 | x=8 & y=5 | x=34 & y=3 | x=34 & y=4 | x=36 & y=4 | x=36 & y=5 | x=38 & y=5 | x=40 & y=5 | x=42 & y=5 then signal cantgo2
if x=40 & y=3 | x=44 & y=4 | x=46 & y=4 | x=48 & y=4 | x=60 & y=8 then signal cantgo2
if x=50 & y=5 | x=54 & y=6 | x=54 & y=7 | x=54 & y=8 | x=58 & y=9 | x=56 & y=9 then signal cantgo2
if x=56 & y=8 | x=56 & y=6 | x=56 & y=7 | x=54 & y=5 | x=52 & y=5 | x=60 & y=7 | x=60 & y=6 | x=58 & y=5 | x=58 & y=4 then signal cantgo2
if x=58 & y=3 | x=58 & y=2 | x=58 & y=1 | x=12 & y=8 | x=14 & y=8 | x=16 & y=7 | x=18 & y=7 then signal cantgo2
if x=20 & y=7 | x=22 & y=7 | x=22 & y=8 | x=24 & y=8 | x=26 & y=8 | x=26 & y=9 | x=26 & y=10 | x=26 & y=11 then signal cantgo2
if x=14 & y=9 | x=16 & y=10 | x=14 & y=10 | x=12 & y=10 | x=12 & y=12 | x=14 & y=12 | x=16 & y=12 then signal cantgo2
if x=16 & y=12 | x=18 & y=12 | x=20 & y=13 | x=22 & y=13 | x=24 & y=13 | x=26 & y=13 then signal cantgo2
if x=18 & y=11 | x=16 & y=10 | x=16 & y=9 | x=16 & y=8 | x=18 & y=8 | x=20 & y=8 | x=20 & y=9 | x=22 & y=9 then signal cantswim
if x=24 & y=9 | x=24 & y=10 | x=24 & y=11 | x=24 & y=12 | x=22 & y=12 | x=18 & y=11 | x=22 & y=11 | x=20 & y=11 then signal cantswim
if x=24 & y=12 | x=26 & y=12 | x=28 & y=12 | x=30 & y=12 | x=32 & y=12 | x=34 & y=12 then signal cantswim
if x=36 & y=12 | x=38 & y=12 | x=40 & y=12 | x=42 & y=12 | x=44 & y=13 then signal cantswim
if x=44 & y=14 | x=44 & y=15 | x=46 & y=15 | x=42 & y=14 | x=42 & y=13 | x=40 & y=13 then signal cantswim
signal move
MOVE:
sendstring ''line1 'ccHEALTH :c9' health'n1'
sendstring ''line2 'ceAGILITY :cf' agility'n1'
sendstring ''line3 'ceSTRENGTH :cf' strength'n1'
sendstring ''line4 'ceENDURANCE:cf' endurance'n1'
sendstring ''line5 'ceMENTAL :cf' mental'n1'
sendstring ''line6 'caLEVEL :cb' level'n1'
sendstring ''line7 'caAC :cb' ac'n1'
sendstring ''line8 'caCASH $cb'left(money' ',11)'n1'
sendstring ''line9 'n1'
sendstring ''line10 'n1'
sendstring ''line11 'c9Vcaiewn1'
sendstring ''line12 'c9Ccaampn1'
sendstring ''line13 'c9Ecantern1'
sendstring ''line14 'c9Hcaelp Menun1'
sendstring ''line15 'c9Ucase An Itemn1'
sendstring 'c98c2=UP c92c2=DOWN c94c2=LEFT c96c2=RIGHT c9'weapon 'ce'armor ' n2ca'name'''s LOCATIONcb>>cf' location'z0 q1n2ceWhat shall you do?z0 q1<9<9<9<9<9<9 '
getchar
rsp=upper(result);transmit rsp
if rsp=p then signal quit
if rsp='Q' then signal camp
if rsp='2' then y=y+1
if rsp='4' then x=x-2
if rsp='6' then x=x+2
if rsp='8' then y=y-1
if rsp='C' then signal camp
if rsp='' then signal move
if rsp='E' then signal maplocal
if rsp='H' then signal helpwq
if rsp='U' then signal useit
if rsp='V' then signal viewchar
moves=moves+1
if moves=5 then signal monsterattack
signal mapcall
mapstuff:
if map=1 then signal map1stuff
if map=2 then signal map2stuff
if map=3 then signal map3stuff
if map=4 then signal map4stuff
if map=5 then signal map5stuff
if map=6 then signal map6stuff
useit:
transmit 'f1n2caSelect An Item To Use:'
transmit 'f1n1ceCombat Items:'
transmit 'cb1 cfMedical Kit ceAVAILABLE:c9' medkit
transmit 'cb2 cfTeleport Belt ceAVAILABLE:c9' flagb
sendstring 'n1ccPlease select an Item c9# ccto usece>>> '
getchar
itu=upper(result)
if itu=p then signal quit
if itu='Q' then signal mapcall
if itu='' then signal useit
if itu='1' then signal medkit51q
if itu='2' then signal telep
signal useit
telep:
if flagb=no then signal notelep
transmit 'n1ceTeleporting to Kasad Va Amoriaw1'
map=0
x=0
y=1
incity#=1
signal main
notelep:
transmit 'n1cfYOU DO NOT HAVE A TELEPORT BELT!! SORRY!!w2'
signal useit
medkit51q:
if medkit=0 then signal noitem1
health=maxhealth
meduses=meduses-1
transmit 'n1ceYou are healed!w2'
if meduses=0 then signal medkit5a1
transmit 'f1'
signal mapcall
medkit5a1:
transmit 'n1ceThis medkit is empty now!w2'
medkit=medkit-1
if medkit>0 then meduses=3
transmit 'f1'
signal mapcall
noitem1:
transmit 'n1c9You do not have that item!w2'
signal useit
helpwq:
sendfile spath||'help.ans'
transmit 'g1f1'
signal move
maplocal:
if map=1 then signal maplocal1
if map=2 then signal maplocal2
if map=3 then signal maplocal3
if map=4 then signal maplocal4
if map=5 then signal maplocal5
if map=6 then signal maplocal6
signal move
maplocal1:
if x=48 & y=5 then signal miltar
if x=0 & y=1 then signal Kasad1
if x=16 & y=11 then signal illiun1
if x=2 & y=10 then signal cavedark
if x=28 & y=1 then signal castlebig
if x=0 & y=15 then signal alienship
if x=42 & y=15 then signal cavedeep
if x=50 & y=14 then signal templedo
if x=56 & y=2 then signal ruinsdo
transmit '>9>9^1cfThere is no place to enter!w1'
signal map1stuff
templedo:
transmit 'f1'
sendfile dpath||'temple'
transmit 'f1'
signal mapcall
ruinsdo:
transmit 'f1'
sendfile dpath||'ruins'
transmit 'f1'
signal mapcall
miltar:
transmit 'f1n1'
map=6
x=26
y=2
signal mapcall
cavedeep:
transmit 'f1n1'
map=5
x=2
y=2
signal mapcall
exits5:
transmit 'f1'
map=1
x=48
y=5
signal mapcall
exits4:
transmit 'f1'
map=1
x=42
y=15
signal mapcall
maplocal2:
if x=2 & y=2 then signal exits1
transmit '>9>9^1cfthere is no place to enter!w1'
signal map2stuff
maplocal3:
if x=26 & y=2 then signal exits2
transmit '>9>9^1cfThere is no place to enter!w1'
signal map3stuff
maplocal4:
if x=34 & y=14 then signal exits3
transmit '>9>9^1cfThere is no place to enter!w1'
signal map4stuff
maplocal5:
if x=2 & y=2 then signal exits4
transmit '>9>9^1cfThere is no place to exit!w1'
signal map5stuff
maplocal6:
if x=26 & y=2 then signal exits5
transmit '>9>9^1caThere is no place to exit!!w1'
signal map6stuff
castlebig:
if level<10 then signal toowimpy
transmit 'f1n1'
map=3
x=26
y=2
signal mapcall
toowimpy:
transmit 'f1n3ceIt will not be advisable to enter the Ancient Castle at your level!'
transmit 'ceCome back when you are levelcf 10ce or higher!!w3'
signal mapcall
alienship:
transmit 'f1'
map=4
x=34
y=14
sendfile dpath||'alien'
transmit 'f1n1'
signal mapcall
exits1:
transmit 'f1'
map=1
x=2
y=10
signal mapcall
exits2:
transmit 'f1'
map=1
y=1
x=28
signal mapcall
exits3:
transmit 'f1'
map=1
y=15
x=0
signal mapcall
cantgo:
if mountaineer>80 then signal okyouwentthere
transmit '>9>9^1c9You do not have the skill to climb these peeksw1'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
edgefall:
transmit '>9>9^1cfFalling off the edge could be fatal!!w1'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
bumpwall:
transmit '>9>9^1cbOUCH!!! That wasn''t fun at all!!!w1'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
bumpwall1:
transmit '>9>9^1caThat wall has been here for many millenia!!!w1'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
steeldoor:
if open=yes then signal move
if flage=yes then signal openit
if map=2 then transmit 'f1n2cfThere is a huge steel door here!!n1cfAnd you do not have the key!!'
if map=4 then transmit 'f1n2cfThere is an odd fungi covered alien door here!!n1And you do not have the key!'
if map=6 then transmit 'f1n2cfThere is a security door here and you do not have the passkey!!'
sendstring 'n1cFTry to open anyway??c9 [No] '
getchar
keya=upper(result)
attempts=0
if keya=p then signal quit
if keya='' then signal cantgetthrough
if keya='Y' then signal tryanyway
signal cantgetthrough
keykey:
transmit 'f1n4caThere is a small cbgoldenca key on the floorw1'
transmit 'n1Without hesitation you pick it up!!w2'
flage=yes
signal move
openit:
transmit '>9>9^1ceYour key fits the door and it opens!w2'
open=yes
signal move
tryanyway:
if attempts>1 then signal sorrycharlie
sendstring 'n1caWill you c9Pcaick the lock or c9Bcaust it down? '
getchar
ddd=upper(result)
if ddd=p then signal quit
if ddd='' then signal tryanyway
if ddd='P' then signal pickit
if ddd='B' then signal buster
signal tryanyway
pickit:
if class=rogue then signal okaypickit
transmit 'n1c9You are not a Rogue!w2'
signal tryanyway
buster:
transmit 'n1cfYou rare back and launch yourself at the barrier!w2'
bbb=VRnd(1,10)+strength
if bbb<27 then signal nowaysa
transmit 'n1ceYou blew through that barrier like a wrecking ball!w2'
open=yes
transmit 'f1'
signal move
nowaysa:
transmit 'cbYOUCH! That really hurt!! And it failed!!w2'
attempts=attempts+1
signal tryanyway
okaypickit:
transmit 'n1ceYou pull out your tools and dig into the lock!w2'
ppp=VRnd(1,10)+level
if ppp<8 then signal nowaybaby
transmit 'n1ceYou flick your wrist and the lock pops open!w2'
open=yes
transmit 'f1'
signal move
nowaybaby:
transmit 'n1cfWhat a weak attempt! You failed!w2'
attempts=attempts+1
signal tryanyway
sorrycharlie:
transmit 'c9n1Give it a rest! You''re not getting through without the key!w2'
signal cantgetthrough
cantgetthrough:
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
transmit 'f1'
signal mapcall
cantswim:
transmit '>9>9^1ccThat''s water & with all that armor you''d sink!w1'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
cantgo2:
if cboots=yes then signal okyouwentthere
if mountaineer>40 then signal okyouwentthere
transmit '>9>9^1c9You do not have the skill to climb these peeksw1'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
okyouwentthere:
transmit '>9>9^1cfYou are a champion Mountaineer!w1'
signal move
bigbucks:
if pickedup=yes then signal move
transmit 'f1n2cbHEY...someone hid some camoneycb here!!!'
sendstring 'n1cbDo you want to pick it up?? '
getchar
wll=result
if wll='Y' then signal okeedokee
if wll=p then signal quit
transmit 'caNO? Okay, it''s your lossw2!!'
pickedup=yes
signal move
okeedokee:
cashe=VRnd(2000,8000*level)
money=money+cashe
transmit 'caIt was $ca'cashe'ca!!!w2'
pickedup=yes
signal move
kasad1:
transmit 'f1'
sendfile spath||'kasad.ans'
transmit 'w2'
incity#=1
map=0
x=0
y=1
signal main
illiun1:
transmit 'f1'
sendfile spath||'illiun.ans'
transmit 'w2'
incity#=2
map=0
city2=yes
x=16
y=11
signal main
cavedark:
transmit 'f1n1'
map=2
y=2
x=2
signal mapcall
mapmove:
if y=1 then line1=line1''xpos
if y=2 then line2=line2''xpos
if y=3 then line3=line3''xpos
if y=4 then line4=line4''xpos
if y=5 then line5=line5''xpos
if y=6 then line6=line6''xpos
if y=7 then line7=line7''xpos
if y=8 then line8=line8''xpos
if y=9 then line9=line9''xpos
if y=10 then line10=line10''xpos
if y=11 then line11=line11''xpos
if y=12 then line12=line12''xpos
if y=13 then line13=line13''xpos
if y=14 then line14=line14''xpos
if y=15 then line15=line15''xpos
signal mapstuff
xpos1:
xpos=''icon
if x=0 then xpos='<9<9<9<9<9<9<7'icon'>9>9>9>9>9>9>5'
if x=2 then xpos='<9<9<9<9<9<9<5'icon'>9>9>9>9>9>9>3'
if x=4 then xpos='<9<9<9<9<9<9<3'icon'>9>9>9>9>9>9>1'
if x=6 then xpos='<9<9<9<9<9<9<1'icon'>9>9>9>9>9>8'
if x=8 then xpos='<9<9<9<9<9<8'icon'>9>9>9>9>9>6'
if x=10 then xpos='<9<9<9<9<9<6'icon'>9>9>9>9>9>4'
if x=12 then xpos='<9<9<9<9<9<4'icon'>9>9>9>9>9>2'
if x=14 then xpos='<9<9<9<9<9<2'icon'>9>9>9>9>9'
if x=16 then xpos='<9<9<9<9<9'icon'>9>9>9>9>7'
if x=18 then xpos='<9<9<9<9<7'icon'>9>9>9>9>5'
if x=20 then xpos='<9<9<9<9<5'icon'>9>9>9>9>3'
if x=22 then xpos='<9<9<9<9<3'icon'>9>9>9>9>1'
if x=24 then xpos='<9<9<9<9<1'icon'>9>9>9>8'
if x=26 then xpos='<9<9<9<8'icon'>9>9>9>6'
if x=28 then xpos='<9<9<9<6'icon'>9>9>9>4'
if x=30 then xpos='<9<9<9<4'icon'>9>9>9>2'
if x=32 then xpos='<9<9<9<2'icon'>9>9>9'
if x=34 then xpos='<9<9<9'icon'>9>9>7'
if x=36 then xpos='<9<9<7'icon'>9>9>5'
if x=38 then xpos='<9<9<5'icon'>9>9>3'
if x=40 then xpos='<9<9<3'icon'>9>9>1'
if x=42 then xpos='<9<9<1'icon'>9>8'
if x=44 then xpos='<9<8'icon'>9>6'
if x=46 then xpos='<9<6'icon'>9>4'
if x=48 then xpos='<9<4'icon'>9>2'
if x=50 then xpos='<9<2'icon'>9'
if x=52 then xpos='<9'icon'>7'
if x=54 then xpos='<7'icon'>5'
if x=56 then xpos='<5'icon'>3'
if x=58 then xpos='<3'icon'>1'
if x=60 then xpos='<1'icon
signal mapmove
map3:
line1='^9^9^2
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line2='
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signal icon1
map4:
line1='^9^9^2
╓╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╥╖ '
line2='
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line3='
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line4='
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line5='
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╟╢╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╨╫╢ '
line6='
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line7='
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line8='
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line9='
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line10='
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'
signal icon1
map4stuff:
bufferflush
location='cd'An Eery Feeling Alien Transport Pod
if x=34 & y=14 then location='c9'THE HOLE LEADING TO SAFETY
if x<2 then signal bumpwall3
if x>55 then signal bumpwall3
if y<3 then signal pods
if y>14 then signal bumpwall3
if x=32 & y=14 | x=36 & y=14 | x=44 & y=14 | x=46 & y=13 | x=48 & y=14 | x=48 & y=13 | x=36 & y=13 | x=32 & y=13 | x=32 & y=12 | x=40 & y=13 then signal bumpwall3
if x=32 & y=11 | x=36 & y=12 | x=36 & y=12 | x=38 & y=12 | x=40 & y=12 | x=42 & y=12 | x=48 & y=12 | x=48 & y=11 | x=38 & y=11 | x=32 & y=10 then signal bumpwall3
if x=32 & y=9 | x=34 & y=9 | x=36 & y=9 | x=38 & y=9 | x=40 & y=9 | x=42 & y=9 | x=44 & y=9 | x=42 & y=10 then signal bumpwall3
if x=44 & y=8 | x=48 & y=8 | x=44 & y=7 | x=48 & y=7 | x=4 & y=6 | x=4 & y=5 | x=6 & y=5 | x=8 & y=5 | x=10 & y=5 | x=12 & y=5 then signal bumpwall3
if x=14 & y=5 | x=16 & y=5 | x=18 & y=5 | x=20 & y=5 | x=22 & y=5 | x=24 & y=5 | x=26 & y=5 | x=28 & y=5 | x=30 & y=5 | x=32 & y=5 then signal bumpwall3
if x=34 & y=5 | x=36 & y=5 | x=38 & y=5 | x=40 & y=5 | x=42 & y=5 | x=44 & y=5 | x=46 & y=5 | x=48 & y=5 | x=50 & y=5 | x=52 & y=5 | x=54 & y=5 then signal bumpwall3
if x=30 & y=9 | x=38 & y=10 | x=46 & y=7 then signal steeldoor
if x=4 & y=7 | x=6 & y=7 | x=8 & y=7 | x=10 & y=7 | x=12 & y=7 | x=14 & y=7 | x=16 & y=7 | x=18 & y=7 | x=20 & y=7 | x=22 & y=7 then signal deephole
if x=24 & y=7 | x=26 & y=7 | x=28 & y=7 | x=28 & y=8 | x=28 & y=9 | x=28 & y=10 | x=28 & y=11 | x=28 & y=12 | x=28 & y=13 | x=26 & y=13 then signal deephole
if x=24 & y=13 | x=22 & y=13 | x=20 & y=13 | x=18 & y=13 | x=16 & y=13 | x=14 & y=13 | x=12 & y=13 | x=10 & y=13 | x=8 & y=13 | x=6 & y=13 then signal deephole
if x=4 & y=13 | x=4 & y=12 | x=4 & y=11 | x=4 & y=10 | x=4 & y=9 | x=4 & y=8 then signal deephole
if x=14 & y=4 | x=16 & y=4 | x=18 & y=4 | x=20 & y=4 | x=22 & y=4 | x=24 & y=4 | x=26 & y=4 | x=28 & y=4 | x=30 & y=4 | x=32 & y=4 then signal pods
if x=4 & y=4 | x=6 & y=4 | x=8 & y=4 | x=10 & y=4 | x=12 & y=4 | x=34 & y=4 | x=36 & y=4 | x=38 & y=4 | x=40 & y=4 | x=42 & y=4 then signal pods
if x=44 & y=4 | x=46 & y=4 | x=48 & y=4 | x=50 & y=4 | x=52 & y=4 | x=54 & y=4 then signal pods
if x=54 & y=14 then signal deadknight
if x=54 & y=3 then signal udrella
signal move
udrella:
transmit 'f1cdThere is a very small ball of light floating in mid air!!!w1'
transmit 'ccToo bad it explodes into a massive monster & attacks!!w1'
location=A very bad spot for you!!!
local=alienship
mon=Udrellum
signal loadmonster1
deadknight:
if key4=yes then signal move
transmit 'f1n4ceThere is a dead knight laying in the floor here!'
transmit 'ceHe looks to have been dead for about 6 months or so'
transmit 'cejudging from the fungus on him. Looking through his'
transmit 'cegear you find a chrome colored key...you keep it!!w5'
key4=yes
signal move
deephole:
transmit 'f1n2ceThere is a deep hole here going into an eery darkness! Falling would be fatal!w2'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
pods:
transmit 'f1n2caSome odd looking pods filled with little glowing balls of light??w2'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
bumpwall3:
transmit '>9>9^1c9THAT WALL IS TOO SLIMY TO TOUCH!!w1'
if map=3 then transmit 'f1n2cfRunning from the Guardian Gets You Nothing!!w1'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
map3stuff:
bufferflush
location=An Ancient Drafty Castle
if x=26 & y=2 then location='cf'The Gates To The Battle Lands
if y<2 then signal bumpwall1
if x=0 then signal bumpwall1
if x>52 then signal bumpwall1
if y=15 then signal bumpwall1
if x=24 & y=2 | x=28 & y=2 | x=4 & y=3 | x=6 & y=3 | x=8 & y=3 | x=10 & y=3 | x=12 & y=3 | x=14 & y=3 | x=16 & y=3 then signal bumpwall1
if x=18 & y=3 | x=20 & y=3 | x=20 & y=3 | x=24 & y=3 | x=28 & y=3 | x=32 & y=3 | x=34 & y=3 | x=36 & y=3 | x=38 & y=3 then signal bumpwall1
if x=40 & y=3 | x=42 & y=3 | x=44 & y=3 | x=46 & y=3 | x=48 & y=3 | x=50 & y=3 | x=4 & y=4 | x=20 & y=4 | x=24 & y=4 then signal bumpwall1
if x=28 & y=4 | x=50 & y=4 | x=4 & y=5 | x=20 & y=5 | x=24 & y=5 | x=28 & y=5 | x=50 & y=5 | x=4 & y=6 then signal bumpwall1
if x=20 & y=6 | x=24 & y=6 | x=28 & y=6 | x=32 & y=6 | x=50 & y=6 | x=4 & y=7 | x=20 & y=7 | x=24 & y=7 | x=28 & y=7 then signal bumpwall1
if x=30 & y=7 | x=32 & y=7 | x=34 & y=7 | x=36 & y=7 | x=38 & y=7 | x=40 & y=7 | x=42 & y=7 | x=44 & y=7 | x=46 & y=7 then signal bumpwall1
if x=50 & y=7 | x=4 & y=8 | x=8 & y=8 | x=12 & y=8 | x=14 & y=8 | x=16 & y=8 | x=18 & y=8 | x=20 & y=8 | x=24 & y=8 then signal bumpwall1
if x=46 & y=8 | x=50 & y=8 | x=4 & y=9 | x=8 & y=9 | x=24 & y=9 | x=12 & y=9 | x=28 & y=9 | x=30 & y=9 | x=32 & y=9 then signal bumpwall1
if x=34 & y=9 | x=36 & y=9 | x=38 & y=9 | x=40 & y=9 | x=42 & y=9 | x=46 & y=9 | x=48 & y=9 | x=50 & y=9 | x=4 & y=10 then signal bumpwall1
if x=8 & y=10 | x=12 & y=10 | x=16 & y=10 | x=18 & y=10 | x=20 & y=10 | x=22 & y=10 | x=24 & y=10 | x=50 & y=10 then signal bumpwall1
if x=4 & y=11 | x=8 & y=11 | x=12 & y=11 | x=16 & y=11 | x=24 & y=11 | x=28 & y=11 | x=50 & y=11 | x=4 & y=11 | x=8 & y=11 then signal bumpwall1
if x=12 & y=12 | x=16 & y=12 | x=24 & y=12 | x=50 & y=12 | x=4 & y=13 | x=6 & y=13 | x=8 & y=13 | x=12 & y=13 | x=16 & y=13 then signal bumpwall1
if x=18 & y=13 | x=20 & y=13 | x=22 & y=13 | x=24 & y=13 | x=28 & y=13 | x=30 & y=13 | x=32 & y=13 | x=34 & y=13 | x=36 & y=13 then signal bumpwall1
if x=38 & y=13 | x=40 & y=13 | x=42 & y=13 | x=44 & y=13 | x=46 & y=13 | x=48 & y=13 | x=50 & y=13 | x=12 & y=14 then signal bumpwall1
if x=10 & y=8 | x=44 & y=9 | x=32 & y=5 then signal passcard
if x=18 & y=11 then signal vaultmoney
if x=6 & y=12 then signal teleport
if x=22 & y=12 then signal teleport1
if x=30 & y=12 then signal keycard
if x=48 & y=7 then signal gateguardian
if x=48 & y=8 then signal gateopen
signal move
teleport:
transmit '>9>9^1cfSuddenly you teleport elsewhere!w1'
y=11
x=22
signal mapcall
teleport1:
transmit '>9>9^1cfSuddenly you teleport elsewhere!w1'
y=11
x=6
signal mapcall
gateopen:
if key5=yes then signal gateopen1
transmit 'f1n2s1cfYou cannot open the gate without the Zone Key!s0w2'
transmit 'f1'
x=48
y=6
signal mapcall
gateopen1:
local=finished
complete=yes
sendfile dpath||'end'
transmit 'f1'
signal hiphiphurray
hiphiphurray:
transmit 'f1cen1Since you have defeated the cfunregistered c9Battle Lands'
transmit 'n1ceyou must start your character over if you wish to play this'
transmit 'n1version again. When cdBook II ceis released you may take this'
transmit 'n1character into that game but this one will not play in Book 1 again!w5'
signal quit
gateguardian:
if key5=yes then signal entergate
transmit 'f1cdThe demon before you seems to be wanting a key!!!w2'
transmit 'ccToo bad you don''t have it!! He attacks!!w2'
location=The Gate To The Radiation Zone
local=gate
mon=Gate Guardian
signal loadmonster1
entergate:
transmit 'f1'
sendfile dpath||'gate'
transmit 'f1'
signal move
keycard:
if key5=yes then signal move
transmit 'f1n5c9 YOU HAVE LOCATED THE ZONE KEY!!!!w3'
transmit 'f1n5cf YOU TAKE A QUICK LOOK AROUND AND THEN YOU SNATCH IT UP AND LEAVE!!!w3'
key5=yes
signal move
Vaultmoney:
if flagc=yes then signal move
transmit 'f1n2caCHUH CHING!!!! This vault has 40 million bucks in it!w2'
money=money+40000000
flagc=yes
signal move
passcard:
if key4=no then signal youneedthekey
transmit 'f1n4cas1You slip the chrome key into the slot and the door opens!!s0w3'
signal move
youneedthekey:
transmit 'f1s1n5ceEven though the rest of this castle seems ancient...s0w3'
transmit 'f1s1n5ceThis door is so high tech that nothing short of the key will open its0w3'
if rsp='2' then y=y-1
if rsp='4' then x=x+2
if rsp='6' then x=x-2
if rsp='8' then y=y+1
signal mapcall
map5:
bufferflush
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signal icon1
map5stuff:
location='c8'In a Deep Dark Cave
if x=2 & y=2 then location='cf'A Possible Escape Route
if y<2 then signal bumpwall
if x<2 then signal bumpwall
if y>14 then signal bumpwall
if x>47 then signal bumpwall
if x=2 & y=3 | x=4 & y=3 | x=6 & y=3 | x=8 & y=3 | x=10 & y=3 | x=12 & y=3 | x=14 & y=3 | x=16 & y=3 | x=18 & y=3 | x=20 & y=3 | x=44 & y=3 then signal bumpwall
if x=22 & y=3 | x=24 & y=3 | x=26 & y=3 | x=28 & y=3 | x=30 & y=3 | x=32 & y=3 | x=34 & y=3 | x=36 & y=3 | x=38 & y=3 | x=40 & y=3 | x=42 & y=3 then signal bumpwall
if x=44 & y=4 | x=28 & y=4 | x=20 & y=4 | x=16 & y=5 | x=12 & y=4 | x=8 & y=5 | x=4 & y=4 | x=4 & y=5 | x=12 & y=5 | x=16 & y=5 then signal bumpwall
if x=20 & y=5 | x=24 & y=5 | x=28 & y=5 | x=32 & y=5 | x=36 & y=5 | x=44 & y=5 | x=40 & y=5 | x=44 & y=6 | x=40 & y=6 | x=36 & y=6 | x=32 & y=6 then signal bumpwall
if x=28 & y=6 | x=24 & y=6 | x=20 & y=6 | x=16 & y=6 | x=12 & y=6 | x=8 & y=6 | x=4 & y=6 | x=8 & y=7 | x=16 & y=7 | x=24 & y=7 | x=32 & y=7 then signal bumpwall
if x=40 & y=7 | x=44 & y=7 | x=44 & y=8 | x=38 & y=8 | x=36 & y=8 | x=34 & y=8 | x=32 & y=8 | x=30 & y=8 | x=28 & y=8 | x=26 & y=8 | x=24 & y=8 then signal bumpwall
if x=22 & y=8 | x=20 & y=8 | x=18 & y=8 | x=16 & y=8 | x=14 & y=8 | x=12 & y=8 | x=10 & y=8 | x=8 & y=8 | x=6 & y=8 | x=4 & y=8 | x=2 & y=8 then signal bumpwall
if x=38 & y=9 | x=40 & y=9 | x=42 & y=9 | x=44 & y=9 | x=38 & y=10 | x=34 & y=10 | x=32 & y=10 | x=30 & y=10 | x=28 & y=10 | x=26 & y=10 | x=24 & y=10 then signal bumpwall
if x=22 & y=10 | x=20 & y=10 | x=18 & y=10 | x=16 & y=10 | x=14 & y=10 | x=12 & y=10 | x=10 & y=10 | x=8 & y=10 | x=6 & y=10 | x=4 & y=10 | x=4 & y=11 then signal bumpwall
if x=34 & y=11 | x=38 & y=11 | x=42 & y=11 | x=44 & y=11 | x=46 & y=11 | x=42 & y=12 | x=38 & y=12 | x=4 & y=12 | x=4 & y=13 | x=6 & y=13 | x=8 & y=13 then signal bumpwall
if x=10 & y=13 | x=12 & y=13 | x=14 & y=13 | x=16 & y=13 | x=18 & y=13 | x=20 & y=13 | x=22 & y=13 | x=24 & y=13 | x=26 & y=13 | x=28 & y=13 | x=30 & y=13 then signal bumpwall
if x=32 & y=13 | x=34 & y=13 | x=36 & y=13 | x=38 & y=13 | x=42 & y=13 | x=42 & y=14 then signal bumpwall
if x=6 & y=12 then signal gowee1
if x=40 & y=8 then signal gowee2
if x=44 & y=14 then signal fastcash
if x=46 & y=12 then signal wizard
signal move
wizard:
if flagb=yes then signal move
sendfile dpath||'Wizard'
transmit 'f1'
flagb=yes
signal move
fastcash:
if gotcash=yes then signal move
transmit 'f1n1cbThis looks like someone''s life savings!!! It''s a million bucks!w3'
money=money+1000000
gotcash=yes
transmit 'f1'
signal move
gowee1:
transmit 'f1n3ceYou step into a wild electronic field and are suddenly teleported!w2'
x=2
y=4
signal mapcall
gowee2:
transmit 'f1n3ccThis ride is little bumpier than the last but again you teleport!w2'
x=44
y=12
signal mapcall
map6:
bufferflush
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signal icon1
map6stuff:
location=Sneaking Around A Military Base
if y<2 then signal bumpwall
if x<2 then signal bumpwall
if x>56 then signal bumpwall
if y>14 then signal bumpwall
if x=26 & y=2 then location=The Empty Check Point
if x=10 & y=2 | x=24 & y=2 | x=28 & y=2 | x=38 & y=2 | x=10 & y=3 | x=14 & y=3 | x=16 & y=3 | x=24 & y=3 | x=28 & y=3 | x=38 & y=3 then signal bumpwall
if x=10 & y=4 | x=14 & y=4 | x=24 & y=4 | x=28 & y=4 | x=30 & y=4 | x=34 & y=4 | x=36 & y=4 | x=38 & y=4 | x=40 & y=4 | x=42 & y=4 then signal bumpwall
if x=46 & y=4 | x=48 & y=4 | x=50 & y=4 | x=52 & y=4 | x=54 & y=4 | x=56 & y=4 | x=58 & y=4 | x=4 & y=5 | x=6 & y=5 | x=8 & y=5 then signal bumpwall
if x=10 & y=5 | x=24 & y=5 | x=14 & y=6 | x=14 & y=5 | x=24 & y=6 | x=28 & y=6 | x=30 & y=6 | x=34 & y=6 | x=36 & y=6 | x=38 & y=6 then signal bumpwall
if x=40 & y=6 | x=42 & y=6 | x=48 & y=6 | x=50 & y=6 | x=52 & y=6 | x=54 & y=6 | x=56 & y=6 | x=58 & y=6 | x=44 & y=6 | x=2 & y=7 then signal bumpwall
if x=4 & y=7 | x=6 & y=7 | x=8 & y=7 | x=10 & y=7 | x=12 & y=7 | x=14 & y=7 | x=16 & y=7 | x=18 & y=7 | x=22 & y=7 | x=24 & y=7 then signal bumpwall
if x=28 & y=7 | x=38 & y=7 | x=28 & y=8 | x=38 & y=8 | x=4 & y=9 | x=6 & y=9 | x=8 & y=9 | x=10 & y=9 | x=12 & y=9 | x=14 & y=9 then signal bumpwall
if x=16 & y=9 | x=18 & y=9 | x=20 & y=9 | x=22 & y=9 | x=24 & y=9 | x=26 & y=9 | x=28 & y=9 | x=30 & y=9 | x=32 & y=9 | x=34 & y=9 then signal bumpwall
if x=36 & y=9 | x=38 & y=9 | x=40 & y=9 | x=42 & y=9 | x=44 & y=9 | x=46 & y=9 | x=48 & y=9 | x=50 & y=9 | x=52 & y=9 | x=54 & y=9 then signal bumpwall
if x=56 & y=9 | x=4 & y=10 | x=4 & y=11 | x=4 & y=12 | x=4 & y=13 then signal bumpwall
if x=4 & y=14 | x=2 & y=5 | x=16 & y=2 | x=32 & y=4 | x=32 & y=6 | x=44 & y=4 | x=44 & y=6 then signal steeldoor
if x=6 & y=14 then location=Hangar Filled With Old Junk
if x=32 & y=3 | x=32 & y=7 | x=44 & y=3 | x=44 & y=7 then location=Abandonned Office
if x=2 & y=2 then signal neweapon
signal move
neweapon:
transmit 'f1n2ceYou find a crate and your curiosity causes you to open it'
transmit 'revealing a much better weapon than the one you have!! You get it!!w3f1'
weapon=Battle Phaser
weapondam=weapondam+200
damage=weapondam+strdam
signal move
run1:
transmit 'n2ceYou show you are a coward and run from the arena...w2'
if map>0 then signal mapcall
if local=gate then signal bumpwall3
signal main
run2:
transmit 'n2ceYou show you are a coward and run from the fight...w2'
if local=gate then signal bumpwall3
if map>0 then signal mapcall
signal main
bmarketdd:
transmit 'f1n3s1c8Pssst.....hey! Over here, v1! Come into the BLACK MARKET!s0w2'
signal bmarketddd
bmarketddd:
transmit 'f1'
bufferflush
sendfile mmpath||'bmarket.ans'
transmit 'n1caYou have $cb' money
query 'n1ccI can''t wait all day here! What''ll it be?? '
blm=upper(result)
if blm=p then signal quit
if blm='' then signal bmarketddd
if blm='Q' then signal computerdocs1
if blm>0 & blm<10 then signal blmweapon
if blm>9 & blm<23 then signal blmitem
if blm>22 & blm<27 then signal blmmagic
if blm=27 then signal blminfo
if blm>27 then signal bmarketddd
signal bmarketddd
blmweapon:
if blm='1' then wp=spiker
if blm='2' then wp=flame pistol
if blm='3' then wp=nova pistol
if blm='4' then wp=blamgun
if blm='5' then wp=peace keeper
if blm='6' then wp=grave pistol
if blm='7' then wp=udrak sling
if blm='8' then wp=quad cannon
if blm='9' then wp=quint cannon
if exists(wpath'stats/'wp)=1 then signal weaponboughta
signal bmarketddd
weaponboughta:
call open(1,wpath||'stats/'wp)
wcost=readln(1)
weapondam1=readln(1)
call close(1)
if salesman>99 then wcost=wcost/2
if money>=wcost then signal weaponbought2a
transmit 'ceYou do not have the funds necessary to buy this!w2'
signal bmarketddd
weaponbought2a:
transmit 'cdAce 'wp 'cdcosts $ce'wcost
sendstring 'cbDo you want it?c9 [No]ce '
getchar
an=upper(result);transmit 'cb'an
if an=p then quit
if an='Y' then signal weaponbought3a
transmit 'ceMAKE UP YOUR MIND!w2'
signal bmarketddd
weaponbought3a:
weapon=wp
money=money-wcost
weapondam=weapondam1
damage=weapondam+strdam
call savestats
call bmarketddd
blmitem:
if blm='10' then tm=tpassa
if blm='11' then tm=infoha
if blm='12' then tm=fvka
if blm='13' then tm=magnaga
if blm='14' then tm=novga
if blm='15' then tm=compchipa
if blm='16' then tm=saleschipa
if blm='17' then tm=mountchipa
if blm='18' then tm=asschipa
if blm='19' then tm=defchipa
if blm='20' then tm=medchipa
if blm='21' then tm=battlechipa
if blm='22' then tm=levelchipa
if exists(wpath||'stats/'tm)=1 then call itembought1a
signal bmarketddd
itembought1a:
call open(1,wpath||'stats/'tm)
ittag=readln(1)
itcost=readln(1)
itbonus=readln(1)
call close(1)
if salesman>99 then itcost=itcost/2
if money>itcost then signal itembought2a
transmit 'ceYou do not have the funds necessary to buy this!w2'
signal bmarketddd
itembought2a:
transmit 'cdAce 'ittag 'cdcosts $ce'itcost
sendstring 'cbDo you want it?c9 [No]ce '
getchar
an=upper(result);transmit 'cb'an
if an=p then quit
if an='Y' then signal itembought3a
transmit 'ceMake up your mind!w2'
signal bmarketddd
itembought3a:
if tm=tpassa then signal tpassa1
if tm=infoha then signal infoha1
if tm=fvka then signal fvka1
if tm=magnaga then signal magnaga1
if tm=novga then signal novga1
if tm=compchipa then signal compchipa1
if tm=saleschipa then signal saleschipa1
if tm=mountchipa then signal mountchipa1
if tm=asschipa then signal asschipa1
if tm=defchipa then signal defchipa1
if tm=medchipa then signal medchipa1
if tm=battlechipa then signal battlechipa1
if tm=levelchipa then signal levelchipa1
levelchipa1:
experience=next+1
location=bmarket
money=money-itcost
signal levelup
battlechipa1:
level=20
experience=21000000
next=24000000
thaco=thaco-15
ac=ac+5
strength=strength+5
mental=mental+5
health=health+200
maxhealth=maxhealth+200
mrating=mrating+200
maxmrating=maxmrating+200
money=money-itcost
call bmarketddd
medchipa1:
medical=medical+80
money=money-itcost
call bmarketddd
defchipa1:
defense=defense+80
ac=ac+2
money=money-itcost
call bmarketddd
asschipa1:
assault=assault+80
thaco=thaco-2
money=money-itcost
call bmarketddd
mountchipa1:
mountaineer=mountaineer+80
money=money-itcost
call bmarketddd
saleschipa1:
salesman=salesman+80
money=money-itcost
call bmarketddd
comchipa1:
computers=computers+80
money=money-itcost
call bmarketddd
tpassa1:
tpass=yes
money=money-itcost
call bmarketddd
fvka1:
fvk=yes
money=money-itcost
call bmarketddd
infoha1:
uvir=yes
money=money-itcost
call bmarketddd
magnaga1:
magnagren=magnagren+1
money=money-itcost
call bmarketddd
novga1:
novagren=novagren+1
money=money-itcost
call bmarketddd
blmmagic:
if magic=no then signal youhavenomagica
if blm='23' then mm=nuke2a
if blm='24' then mm=heal3a
if blm='25' then mm=ragea
if blm='26' then mm=besteela
if exists(tpath||mm)=1 then call magicbought1a
signal bmarketddd
youhavenomagica:
transmit 'ceYou are not capable of using magic!w2'
call bmarketddd
magicbought1a:
call open(1,tpath||mm)
mactag=readln(1)
maccost=readln(1)
malevel=readln(1)
call close(1)
if malevel>level then signal notenoughlevela
if salesman>99 then maccost=maccost/2
if money>maccost then signal magicbought2a
transmit 'ceYou do not have the funds necessary to buycf' mactag 'ce!w2'
signal bmarketddd
notenoughlevela:
transmit 'n1c9Your level is not high enough to learncf' mactag 'c9!w2'
signal bmarketddd
magicbought2a:
transmit 'cdAce 'mactag 'cdcosts $ce'maccost
sendstring 'cbDo you want it?c9 [No]ce '
getchar
an=upper(result);transmit 'cb'an
if an=p then quit
if an='Y' then signal magicbought3a
transmit 'ceMake up your mind!w2'
signal bmarketddd
magicbought3a:
if mm=nuke2a then signal ma1a
if mm=heal3a then signal ma2a
if mm=ragea then signal ma3a
if mm=besteela then signal ma4a
ma1a:
nuke2=yes
money=money-maccost
call bmarketddd
ma2a:
heal3=yes
money=money-maccost
call bmarketddd
ma3a:
rage=yes
money=money-maccost
call bmarketddd
ma4a:
becomesteel=yes
money=money-maccost
call bmarketddd
blminfo:
transmit 'f1n2s1cfSo you want to buy some information eh?w1s0'
query 'ceYou have $cf'money 'ceHow much do you want to spend? '
pay=upper(result)
if pay=p then signal quit
if pay='Q' then signal bmarketddd
if pay>money then signal deadbeat1
if pay<100000 then signal deadbeat2
if pay>99999 & pay<200000 then sendfile dpath||'info1'
if pay>199999 & pay<500000 then sendfile dpath||'info2'
if pay>499999 & pay<1000000 then sendfile dpath||'info3'
if pay>999999 & pay<2000000 then sendfile dpath||'info4'
if pay>1999999 & pay<5000000 then sendfile dpath||'info5'
if pay>4999999 then sendfile dpath||'info6'
money=money-pay
signal bmarketddd
deadbeat1:
transmit 'ceYou don''t have that much money, Deadbeat!w2'
signal bmarketddd
deadbeat2:
transmit 'ceI won''t tell you anything for less than $100,000.00!w2'
signal bmarketddd
gamblingdd:
transmit 'f1n4c9So you want to lose your money eh?w1'
transmit 'n1cfYou have $ca'money
query 'n1cbHow much are you willing to wager? c9[Quit]cf '
bet=upper(result)
if bet=p then signal quit
if bet='Q' then signal computerdocs1
if bet='' then signal computerdocs1
if bet>money then signal giveitup
whl=VRnd(1,80)+gambling
if whl<100 then signal youlose
if whl>99 & whl<150 then win=bet/4
if whl>149 & whl<180 then win=bet/2
if whl>179 & whl<195 then win=bet
if whl>194 then win=bet*2
transmit 'ceYou just won $c9'win 'w2'
money=money+win
signal gamblingdd
giveitup:
transmit 'ceYou don''t have that much money!w2'
signal gamblingdd
youlose:
transmit 'ceYou lost big there, buddyw2'
money=money-bet
signal gamblingdd
VRnd: procedure /* Very Random v1.1 [c] 1990 Shane D. Killian */
arg lo,hi /* Feel free to use this as long as these */
n1 = time('E') /* comments remain intact. Works like random(). */
n2 = time('S')
parse var n1 n11 '.' n12
n1 = n11 || n12
if lo > hi then do
x = lo
lo = hi
hi = x
end
if hi ~= lo then do
d = hi - lo + 1
x = length(d)
n1 = right(n1,x)
n2 = right(n2,x)
p = d
if p > 999 then p = 999
r = n1 + n2 + random(0,p)
r = r // d + lo
end
else r = hi
return r