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Amiga Plus Special 23
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AMIGAplus Sonderheft 23 (2000)(Falke)(DE)[!].iso
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PublicDomain
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Spiele
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Muscarine
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4.room
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Text File
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1999-11-08
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4KB
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115 lines
/* Outdoor Halucination
/*
/* 4.room
/*
/* RF 1=0 sun grim =1 sun happy
/* UPDATE: scroll_frames;normal_frames
UPDATE: 6;1
/* SECTION: section number
SECTION: 2
/*3D: 150;131;106;0.3
/* BACKDROP: filename
BACKDROP: 4BG.IFF
/* START_POS: sposno;image;x;y;camera;floor
START_POS: 1;SIMG11;383;151;R;1
START_POS: 2;SIMG21;323;144;R;1
START_POS: 3;SIMG21;209;119;M;3
START_POS: 4;SIMG21;121;97;L;3
START_POS: 5;SIMG21;33;113;L;3
/* FLOOR: floorno;x1;y1;x2;y2;floormap/.../floormap
FLOOR: 1;311;141;398;169;1-1/2-2/3-2/4-2
FLOOR: 2;11;160;398;169;1-1/2-2/3-3/4-4
FLOOR: 3;29;109;205;169;1-2/2-2/3-3/4-4
FLOOR: 4;72;93;155;169;1-2/2-2/3-3/4-4
/* EXIT: no;x1;y1;x2;y2;epointx;epointy;description
EXIT: 1;398;104;409;144;388;149;home\sweet home
EXIT: 2;318;114;328;135;323;143;house
EXIT: 3;207;81;221;109;205;119;bar
EXIT: 4;102;60;140;89;120;95;castle
EXIT: 5;17;80;39;103;35;112;laboratory
/* CLPART: filename
/*
CLPART: 4FG.IFF
/* ROOMIMGS: no_of_imgs;startrimg;grabx;graby;width;height;xoffset;hotsp
/* 1=fisbone
ROOMIMGS: 1;1;8;20;32;18;0;0
/* 2-4=flaganim
ROOMIMGS: 3;2;108;16;27;17;28;0
/* 5=sun grim 6=sun laugh
ROOMIMGS: 1;5;51;3;41;41;0;0
ROOMIMGS: 1;6;196;3;41;41;0;0
/* STATIC: bobno;image;putx;puty
/* ANIM: bobno;image;anim_ch;amalsequence;putx;puty
ANIM: 2;RIMG2;2;A 0,(RIMG2,12)(RIMG3,12)(RIMG4,12)(RIMG3,12);253;49
/* ROOMOBJ: roomobjno,object_definition.... (see graal.main documentation)
ROOMOBJ: 1;fishbone;4;VIS;1;RIMG1;226;147;0;11;SIMG33; ;NPICK; ;8; ;LOW;D;a;this;it
/* DACT: condition;...;action;...
/* room uses comarea
/*DACT: SETRF 40,2=0
DACT: IFRF 4,1=1;HIDE 5
DACT: TRACK 4.mod,0,NOFILTER
DACT: LIGHTS ON;EXIT
/* LINE: dlgno;lineno;line;reuseline;conditions
/*
/* Specifies a line of dialogue
/*
/* LACT: dlgno;lineno;action;...;action
/*
/* Specifies a line executed when the corresponding LINE
/* has been selected by the player. LACT:s belonging to a
/* certain LINE: must ALWAYS be placed directly below the
/* corresponding LINE: statement as shown here.
LINE: 3;1;My name is Erica.;Have I mentioned that my name is Erica?;
LACT: 3;1;RESP S,3,Leave me alone!;DSET 3,-1,+2,+3,-4,-5
LINE: 3;2;Why are you looking so grim?;You don't look very happy.;
LACT: 3;2;RESP S,3,Oh, it's so boring!;RESP S,3,Shining all the time, I hate it.;DSET 3,-2,-3,+4,+5
LINE: 3;3;See you later!; ;
LACT: 3;3;RESP S,3,Grmpf, hopefully not!;EDLG;EXIT
LINE: 3;4;But you are so beautiful and warm!; ;
LACT: 3;4;RESP S,3,Hmmm, really?;SAY Yes, and your light is so bright!
LACT: 3;4;RESP S,3,Sounds good!;SAY Finally, without you there would be no life on this planet.
LACT: 3;4;RESP S,3,You are right. Now I'm happy again;SETRF 4,1=1;HIDE 5;EDLG;EXIT
LINE: 3;5;I don't think I can help you.; ;
LACT: 3;5;RESP S,3,I didn't asked you to help me.;RESP S,3,No one can help me!;DSET 3,+1,+2,+3,-4,-5
/* Room actions follow below ***
/*
/* ACTION: verbno;condition;...;command;...
/*
/* Action 0 - Exit
/* ===============
/*
ACTION: 0;IFOBJ 1;MEXIT;GOTO 3,1
ACTION: 0;IFOBJ 2;MEXIT;GOTO 5,1
ACTION: 0;IFOBJ 3;MEXIT;GOTO 8,1
ACTION: 0;IFOBJ 4;MEXIT;GOTO 6,1
ACTION: 0;IFOBJ 5;MEXIT;GOTO 7,1
ACTION: 2;IFOBJ ROBJ1;MOBJ;SAY I don't pick up every crap which is lying around.;EXIT
ACTION: 5;IFOBJ ROBJ1;MOBJ;SAY Dead fishes don't talk!;EXIT
ACTION: 5;IFOBJ 5;MOBJ;SAY Hello sun!;RESP S,3,Mhhhmm!;DSET 3,+1,+2,+3,-4,-5;EXIT
ACTION: 6;IFOBJ ROBJ1;MOBJ;SAY No, thank you. I'm not so hungry.;EXIT
ACTION: 8;IFOBJ ROBJ1;MOBJ;SAY A dead fish.;EXIT
ACTION: 9;IFOBJ ROBJ1;MOBJ;SAY Take this!;HANDLE;W 12;HANDLE -1;W 12;HANDLE;W 12;HANDLE -1;EXIT
/* End of room file