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- >REMAR
- SAMPLE ADVENTURE-- COMMAND SECTION.
- SEE ALSO SAMPLE.IN1 AND SAMPLE.IN2
- <
-
- >COMND NOTE FOR USERS OF VERSION 3.0: COMMAS,
- * * COLONS: AND "QUOTES" ARE NOW ALLOWED IN
- IF COMMENTS! "AINT, THAT: GREAT?"
- FLAG>
- 101
- 50 If more than 50 moves game is lost.
- DO
- PRINT IMPORTANT NOTE! Always write down on a
- 18 list somewhere (or comment in your code)
- END exactly what purpose you're assigning to
- < your flags. You'll never remember without it!
-
- >COMND
- S *
- IF
- AT
- 5
- FLAG=
- 2
- 0
- DO
- GOTO
- 1
- SHOW
- <
-
- >COMND
- N *
- IF
- AT If told to go north from lit energy room
- 6 then go to central room!
- DO
- GOTO
- 1
- SHOW
- <
-
- >COMND
- N *
- IF
- AT
- 1
- FLAG= If energy is not on (fuse fixed)
- 1 tell them it is dark and leave them
- 0 in room 1
- DO
- PRINT
- 15
- <
-
- >COMND
- DROP *
- DO Drop any item anywhere
- DROP
- <
-
- >COMND
- N *
- IF
- AT
- 1 If north from center room
- FLAG=
- 1 and fuse is in and door closed
- 1
- FLAG=
- 3
- 0
- DO go to computer room
- GOTO
- 5
- SHOW
- <
-
- >COMND
- E *
- IF
- AT
- 1 If east from center room
- DO go to security room
- GOTO
- 4
- SHOW
- <
-
- >COMND
- S *
- IF
- AT
- 1 If go south from central room
- FLAG= and energy is on go to room 6
- 3 instead of room 3!
- 0
- FLAG=
- 1
- 1
- DO
- GOTO
- 6
- SHOW
- <
-
- >COMND
- S *
- IF
- AT If south from center room
- 1 go to work room
- DO
- GOTO
- 3
- SHOW
- <
-
- >COMND
- W *
- IF
- AT
- 1 If west from center room
- DO go to observatory
- GOTO
- 2
- SHOW
- <
-
- >COMND
- E *
- IF
- AT
- 2
- DO If east from observatory
- GOTO go to center room
- 1
- SHOW
- <
-
- >COMND
- N *
- IF
- AT
- 3 If north from work room
- DO go to center room
- GOTO
- 1
- SHOW
- <
-
- >COMND
- W *
- IF
- AT
- 4
- DO If west from security room
- GOTO go to center room
- 1
- SHOW
- <
-
- >COMND
- SEARCH TELESCOPE
- IF
- AT If key doesn't exist yet and
- 2 telescope is searched tell them
- NOTEXIST they've found a key and move the
- 1 key into the room
- DO
- GRAPH
- 2
- PRINT
- 2
- OBJ
- 1
- 2
- <
-
- >COMND
- SEARCH TELESCOPE
- IF
- AT If they search the telescope after they've
- 2 found the key show them stars instead.
- PRESENT
- 1
- DO
- PRINT
- 4
- <
-
- >COMND
- OPEN FUSEBOX
- IF
- AT If they open a closed fusebox
- 3 tell them they did so!
- FLAG=
- 3
- 0
- DO
- FLAGSET
- 3
- 1
- PRINT
- 5
- <
-
- >COMND
- OPEN FUSEBOX
- IF
- AT If they try to open an open fusebox
- 3 tell them they're senile.
- FLAG=
- 3
- 1
- DO
- PRINT
- 6
- <
-
- >COMND
- SEARCH FUSEBOX
- IF If the fusebox is searched
- AT and the fusebox is closed
- 3 and the fusebox hasn't been
- FLAG= replaced then tell them the
- 3 fusebox is closed.
- 0
- FLAG=
- 1
- 0
- DO
- PRINT
- 23
- <
-
- >COMND
- SEARCH FUSEBOX
- IF
- AT If the fusebox is searched
- 3 after the fuse is replaced
- FLAG= and if the fusebox is still
- 1 open tell them the fusebox
- 1 is open and looking good.
- FLAG=
- 3
- 1
- DO
- PRINT
- 24
- <
-
- >COMND
- SEARCH FUSEBOX
- IF
- AT
- 3
- FLAG=
- 3
- 1 If they search an open fusebox
- FLAG=
- 4 and they haven't seen the blown fuse yet
- 0
- DO
- PRINT tell them a fuse is blown and
- 7
- FLAGSET
- 4 set flag for having seen blown fuse.
- 1
- <
-
- >COMND
- SEARCH FUSEBOX
- IF
- AT
- 3
- FLAG= If they search the fusebox
- 3 and it is open
- 1
- FLAG=
- 4 and they've already seen a fuse is blown
- 1
- DO
- PRINT tell them so!
- 8
- <
-
- >COMND
- SEARCH FUSEBOX
- IF If they search the fusebox
- AT
- 3
- FLAG= and the fusebox is open
- 3
- 1
- FLAG=
- 1 and they've fixed the fuse
- 1
- DO
- PRINT tell them they see an open fusebox.
- 21
- <
-
- >COMND
- OPEN BOXES
- IF
- AT
- 3
- FLAG=
- 1
- 0
- NOTEXIST
- 3
- DO
- PRINT
- 31
- <
-
- >COMND
- SEARCH BOXES
- IF
- AT
- 3 If they search boxes and a fuse
- NOTEXIST does not exist tell them they find
- 3 a fuse and move the fuse into the room.
- DO
- PRINT
- 9
- OBJ
- 3
- 3
- <
-
- >COMND
- SEARCH BOXES
- IF If they search the boxes but they've
- AT already picked up the fuse tell
- 3 them they're looped.
- EXIST
- 3
- 302
- DO
- PRINT
- 10
- <
-
- >COMND
- REPLACE FUSE
- IF If they replace the fuse
- AT
- 3
- EXIST and they have the fuse to use
- 3
- 302
- FLAG=
- 3 and fusebox is open
- 1
- DO
- PRINT
- 3 tell them they've fixed the fuse
- FLAGSET
- 1 set the fuse as being replaced
- 1
- OBJ
- 3 and move the fuse to limbo.
- 301
- <
-
- >COMND
- REPLACE FUSE
- IF
- AT If they replace the fuse but the
- 3 fusebox is closed then tell them
- FLAG= the fusebox is closed.
- 3
- 0
- EXIST
- 3
- 302
- DO
- PRINT
- 23
- <
-
- >COMND
- REPLACE FUSE If they try to replace a fuse they
- IF don't own let them know.
- AT
- 3
- NOTEXIST
- 3
- DO
- PRINT
- 22
- <
-
- >COMND
- CLOSE FUSEBOX
- IF
- AT
- 3 If they close the fusebox
- FLAG= and it is open
- 3
- 1
- FLAG= and fuse hasn't been replaced
- 1
- 0
- DO
- FLAGSET
- 3 shut the fusebox door
- 0
- PRINT and tell them OK you've shut it!
- 3
- <
-
- >COMND
- CLOSE FUSEBOX
- IF
- AT
- 3 If try to close the fusebox
- FLAG= and the fusebox is open
- 3
- 1
- FLAG=
- 1 and the fuse is in place
- 1
- DO
- PRINT turn the power ON...
- 11
- FLAGSET
- 3 and close the fusebox
- 0
- GOTO and send them to room 6.
- 6
- <
-
- >COMND
- OPEN SAFE
- IF
- AT
- 4 If they open the safe
- EXIST
- 1 and have the key
- 302
- DO
- PRINT tell them they've done so and
- 12
- OBJ move the disk into the safe.
- 2
- 4
- <
-
- >COMND
- OPEN SAFE
- IF
- AT If they open the safe and
- 4
- NOTEXIST the key doesn't exist
- 1
- DO tell them they need a key.
- GRAPH
- 4
- PRINT
- 13
- <
-
- >COMND
- GET DISKETTE
- IF
- NOTEXIST If they get the disk and it's not around
- 2
- DO tell them they're screwy.
- PRINT
- 14
- <
-
- >COMND
- INSERT DISKETTE
- IF
- AT If they insert the disk
- 5
- FLAG= and the fuse is replaced
- 1
- 1
- FLAG= and the fusebox door closed
- 3
- 0
- EXIST
- 2 and the disk exists
- 302
- DO
- PRINT Tell them the place is live with energy
- 16
- FLAGSET
- 2 Set the teleport flag on.
- 1
- <
-
- >COMND
- EXAM COMPUTER If exam computer describe.
- IF
- AT
- 5
- DO
- PRINT
- 33
- <
-
- >COMND
- INVENTORY * List their inventory.
- DO
- INVEN
- <
-
- >COMND
- LOOK *
- DO Show the current location.
- SHOW
- <
-
- >COMND
- END *
- DO End the game.
- END
- <
-
- >COMND
- QUIT * Quit the game.
- DO
- QUIT
- <
-
- >COMND
- S *
- IF
- AT
- 5
- FLAG= If they go south and
- 2 the teleporter is on
- 1 tell them they win the game.
- DO
- CLS
- GRAPH
- 5
- PRINT
- 1
- END
- <
-
- >COMND
- HELP * Display the help screen.
- DO
- PRINT
- 19
- PRINT
- 32
- <
-
- >COMND
- GET TELESCOPE If they try to get the
- IF telescope, tell them it's
- DO too durn heavy!
- PRINT
- 28
- <
-
- >COMND
- GET BOXES
- IF
- AT If they try to get the boxes
- 3 tell them they rattel.
- NOTEXIST
- 3
- DO
- PRINT
- 27
- <
-
- >COMND
- SEARCH DESK
- IF If they search the desk tell them
- AT they are wasting their time.
- 4
- DO
- PRINT
- 20
- <
-
- >COMND
- OPEN DESK
- IF
- AT Does the same thing as SEARCH DESK
- 4 only it works with OPEN DESK instead.
- DO It's not often this is needed but once
- PRINT in a while it's the only way to cover
- 20 all bases!
- <
-
- >COMND
- SEARCH SAFE
- IF
- AT If they search the safe and
- 4 the diskettes don't exist, tell them
- NOTEXIST there's a big, heavy safe
- 2
- DO
- GRAPH
- 4
- PRINT
- 25
- <
-
- >COMND
- SEARCH SAFE
- IF If they search the safe after
- AT finding the disk show them the
- 4 room (which will also display that
- PRESENT the disk is now present).
- 2
- DO
- SHOW
- <
-
- >COMND
- SEARCH BLONDE
- IF If they search the blonde
- AT tell them they're a pervert.
- 2
- EXIST
- 1
- 302
- DO
- PRINT
- 29
- <
-
- >COMND
- GET BLONDE
- IF If they get the blonde, kill them.
- AT
- 2
- DO
- PRINT
- 30
- END
- <
-
- >COMND
- SEARCH KEYHOLE
- IF If they search the keyhole, tell them
- AT it's dark.
- 4
- DO
- PRINT
- 26
- <
-
- >COMND
- SAVE *
- DO Save the game
- SAVE
- <
-
- >COMND
- LOAD *
- DO
- LOAD Load a previous game
- <
-
- >COMND
- GET *
- DO
- OBJ STANDARD GET FUNCTION
- 0
- 302
- INVEN
- <
-
-
- >COMND
- * *
- DO
- PRINT If words OK but illogical
- 17 tell them about it.
- <
-
- >ENDIN
-
-