define object <Dual Revolvers>
look <Two eight chamberd revolvers.>
displaytype <Object>
article <it>
gender <it>
invisible
use on anything {
if property <#quest.use.object.name#; enemy> then {
msg <You attack a #quest.use.object.name# for %dmg%>
set numeric <zhp; #(quest.use.object.name):hitpoints#>
dec <zhp; %dmg%>
property <#quest.use.object.name#; hitpoints=%zhp%>
}
}
properties <enemy>
action <equip> {
if flag <go> then msg <You cannot equip two guns.> else {
msg <You put on the Dual Revolvers.>
set <dmg; 2>
}
flag on <go>
}
end define
define room <test desert>
place <Choose Class>
afterturn {
for each object in <#quest.currentroom#> {
if property <#quest.thing#; enemy> then {
set numeric <enemyhp; #(quest.thing):hitpoints#>
if ( %enemyhp% > 0 ) then {
msg <$capfirst(#(quest.thing):alias#)$ attacks you for #(quest.thing):attack# damage.>
dec <hp; #(quest.thing):attack#>
}
else {
msg <$capfirst(#(quest.thing):alias#)$ dies.>
move <#quest.thing#; deadroom>
}
}
}
}
type <new>
define object <zombie>
displaytype <Character>
article <him>
gender <he>
invisible
type <enemy>
properties <hitpoints=20; enemy; attack=1>
action <hostile>
end define
define object <zombie2>
alias <zombie>
displaytype <Character>
article <him>
gender <he>
invisible
type <enemy>
properties <hitpoints=20; enemy; attack=1>
end define
end define
Here you go, cleaned it up, and made it work nice and smooth. Hope this helps, any more questions just ask.