<object name="box">
<inherit name="editor_object" />
<inherit name="container_limited" />
<maxobjects type="int">1</maxobjects>
<maxvolume type="int">100</maxvolume>
</object>if (global_data_object.month_string = january or global_data_object.month_string = march or global_data_object.month_string = may or global_data_object.month_string = july or global_data_object.month_string = august or global_data_object.month_string = october or global_data_object.month_string = december) {
global_data_object.days_in_the_month=31
}if (global_data_object.month_string = january or march or may or july or august or october or december) {
global_data_object.days_in_the_month=31
}<asl version="540">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>eef801a1-4e6b-4b0a-bdbf-8f3ecfa8389c</gameid>
<version>1.0</version>
<firstpublished>2013</firstpublished>
<turns type="int">0</turns>
<statusattributes type="simplestringdictionary">turns=</statusattributes>
</game>
<object name="homeland">
<inherit name="editor_room" />
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
</object>
</object>
<object name="grassland">
<inherit name="editor_room" />
</object>
<object name="plains">
<inherit name="editor_room" />
</object>
<object name="desert">
<inherit name="editor_room" />
</object>
<object name="tundra">
<inherit name="editor_room" />
</object>
<object name="swampland">
<inherit name="editor_room" />
</object>
<object name="mountains">
<inherit name="editor_room" />
</object>
<object name="forest">
<inherit name="editor_room" />
</object>
<object name="wasteland">
<inherit name="editor_room" />
</object>
<object name="coastland">
<inherit name="editor_room" />
</object>
<object name="hills">
<inherit name="editor_room" />
</object>
<command name="help_command">
<pattern>help</pattern>
<script>
help_function
</script>
</command>
<command name="explore_command">
<pattern>explore</pattern>
<script>
explore_function
</script>
</command>
<command name="travel_command">
<pattern>travel</pattern>
<script>
travel_function
</script>
</command>
<object name="data_object">
<inherit name="editor_object" />
<travel_string_list type="simplestringlist">homeland</travel_string_list>
<homeland_events_string_list type="simplestringlist">grassland_discovery;plains_discovery;desert_discovery;tundra_discovery;swampland_discovery;forest_discovery;mountains_discovery;hills_discovery;wasteland_discovery;coastland_discovery</homeland_events_string_list>
<homeland_events_script_dictionary type="scriptdictionary">
<item key="grassland_discovery">
list add (data_object.travel_string_list, "grassland")
msg ("You've discovered the grassland! Now, you can travel to the grassland and explore it!")
</item>
<item key="plains_discovery">
list add (data_object.travel_string_list, "plains")
msg ("You've discovered the plains! Now, you can travel to the plains and explore it!")
</item>
<item key="desert_discovery">
list add (data_object.travel_string_list, "desert")
msg ("You've discovered the desert! Now, you can travel to the desert and explore it!")
</item>
<item key="tundra_discovery">
list add (data_object.travel_string_list, "tundra")
msg ("You've discovered the tundra! Now, you can travel to the tundra and explore it!")
</item>
<item key="swampland_discovery">
list add (data_object.travel_string_list, "swampland")
msg ("You've discovered the swampland! Now, you can travel to the swampland and explore it!")
</item>
<item key="forest_discovery">
list add (data_object.travel_string_list, "forest")
msg ("You've discovered the forest! Now, you can travel to the forest and explore it!")
</item>
<item key="mountains_discovery">
list add (data_object.travel_string_list, "mountains")
msg ("You've discovered the mountains! Now, you can travel to the mountains and explore it!")
</item>
<item key="hills_discovery">
list add (data_object.travel_string_list, "hills")
msg ("You've discovered the hills! Now, you can travel to the hills and explore it!")
</item>
<item key="wasteland_discovery">
list add (data_object.travel_string_list, "wasteland")
msg ("You've discovered the wasteland! Now, you can travel to the wasteland and explore it!")
</item>
<item key="coastland_discovery">
list add (data_object.travel_string_list, "coastland")
msg ("You've discovered the coastland! Now, you can travel to the coastland and explore it!")
</item>
</homeland_events_script_dictionary>
</object>
<turnscript name="global_turnscript">
<enabled />
<script>
game.turns = game.turns + 1
</script>
</turnscript>
<function name="help_function">
msg ("Type 'explore' to explore your area.")
msg ("Type 'travel' to travel to different areas.")
</function>
<function name="explore_function"><![CDATA[
switch (game.pov.parent) {
case (homeland) {
result_1 = ListCount (data_object.homeland_events_string_list) - 1
if (result_1 >= 0) {
result_2 = StringListItem (data_object.homeland_events_string_list,GetRandomInt(0,result_1))
invoke (ScriptDictionaryItem (data_object.homeland_events_script_dictionary,result_2))
on ready {
foreach (item_x, split ("grassland_discovery;plains_discovery;desert_discovery;tundra_discovery;swampland_discovery;forest_discovery;mountains_discovery;hills_discovery;wasteland_discovery;coastland_discovery",";")) {
if (result_2 = item_x) {
list remove (data_object.homeland_events_string_list, result_2)
}
}
}
} else {
msg ("There seemingly is nothing left to explore in this area.")
}
}
}
]]></function>
<function name="travel_function">
show menu ("Where do you wish to travel?",data_object.travel_string_list,false) {
if (not game.pov.parent = GetObject (result)) {
game.pov.parent = GetObject (result)
} else {
msg ("You are already at this area.")
ask ("Try again?") {
if (result=true) {
travel_function
} else {
msg ("You realize that you need to discover a new area to travel to first, before you can travel to that place.")
}
}
}
}
</function>
</asl>
The problem is I can't figure out how to identify how many objects are currently in the bowl. I've been through all of the bowl attributes and the count doesn't appear there so I would assume its a function or script, but I've read through them all and can't find it.
count = ListCount(GetDirectChildren(container))
<put type="scriptdictionary">
<item key="red_bowl">
msg ("You put the apple in the red bowl.")
MoveObject (apple, red_bowl)
</item>
<item key="orange_bowl">
msg ("The apple doesn't belong in the orange bowl.")
</item>
</put>else if (object1 = apple and object2 = red_bowl) {
msg ("You put the apple in the red bowl.")
MoveObject (apple, red_bowl)
}
else if (object1 = apple and object2 = orange_bowl) {
msg ("The apple doesn't belong in the red bowl.")
}
else if (object1 = orange and object2 = orange_bowl) {
msg ("You put the orange in the orange bowl.")
MoveObject (orange, orange_bowl)
}
else if (object1 = orange and object2 = red_bowl) {
msg ("The orange doesn't belong in the red bowl.")
}
<put type="scriptdictionary">
<item key="red_bowl">
if (HasAttribute(red_bowl, "maxobjects")) {
count = ListCount(GetDirectChildren(red_bowl))
max_count = red_bowl.maxobjects
}
else {
count = 1
max_count = 2
}
if (count = max_count) {
msg ("The bowl is full.")
}
else {
if (red_bowl.isopen) {
msg ("You put the apple in the red bowl.")
MoveObject (apple, red_bowl)
}
else {
msg ("The bowl isn't open.")
}
}
</item>
<item key="orange_bowl">
if (HasAttribute(orange_bowl, "maxobjects")) {
count = ListCount(GetDirectChildren(orange_bowl))
max_count = orange_bowl.maxobjects
}
else {
count = 1
max_count = 2
}
if (count = max_count) {
msg ("The bowl is full.")
}
else {
if (orange_bowl.isopen) {
msg ("You put the apple in the orange bowl.")
MoveObject (apple, orange_bowl)
}
else {
msg ("The bowl isn't open.")
}
}
</item>
</put>