I tried creating a new exit, but I still couldn't "Look" in that direction.
I'm only using the web browser editor for this game, btw. Below is all the code.
<!--Saved by Quest 5.6.5832.26793-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Apocalypse">
<gameid>22a11c32-3773-4e03-9c85-88d59fec567e</gameid>
<version>1.0</version>
<firstpublished>2016</firstpublished>
<author>Patrik Siljestam</author>
<menufont>Georgia, serif</menufont>
<gridmap />
<showhealth />
<attr name="feature_limitinventory" type="boolean">false</attr>
<feature_lightdark />
<enablehyperlinks type="boolean">false</enablehyperlinks>
<defaultbackground>White</defaultbackground>
<defaultforeground>Black</defaultforeground>
<povstatusattributes type="stringdictionary">
<item>
<key>Condition</key>
<value></value>
</item>
<item>
<key>Ammo</key>
<value></value>
</item>
<item>
<key>Light Source</key>
<value></value>
</item>
</povstatusattributes>
<appendobjectdescription type="boolean">false</appendobjectdescription>
<attr name="feature_asktell" type="boolean">false</attr>
<setcustomwidth type="boolean">false</setcustomwidth>
<customwidth type="int">1280</customwidth>
<setcustompadding type="boolean">false</setcustompadding>
<pov type="object">Survivor</pov>
<start type="script">
Survivor.Condition = "Human"
Survivor.Ammo = 0
Survivor.Light Source = "None"
</start>
<onhealthzero type="script">
SetObjectFlagOn (Survivor, "Zombie")
msg ("You have become a Zombie!")
Survivor.Condition = "Zombie"
</onhealthzero>
</game>
<object name="Town Square">
<inherit name="editor_room" />
<attr name="grid_width" type="int">3</attr>
<attr name="grid_length" type="int">3</attr>
<object name="Survivor">
<inherit name="editor_object" />
<inherit name="editor_player" />
<inherit name="female" />
<drop type="boolean">false</drop>
</object>
<exit alias="east" to="Gas Station">
<inherit name="eastdirection" />
<visible />
<look>There is a flashlight inside the gas station.</look>
<lookonly type="boolean">false</lookonly>
</exit>
<exit alias="southwest" to="Theatre">
<inherit name="southwestdirection" />
<look type="script">
if (Got(Flashlight)) {
msg ("You see a Zombie shuffling around the theatre, but also a revolver that might be useful...")
}
else {
msg ("The theatre is dark! Better bring a light before entering...")
}
</look>
</exit>
<exit alias="north" to="Hospital">
<inherit name="northdirection" />
<look type="script">
if (Got(Flashlight)) {
msg ("You see a Zombie shuffling around the hospital.")
}
else {
msg ("The hospital is dark! Better bring a light before entering...")
}
</look>
</exit>
<exit alias="south" to="Skate Shop">
<inherit name="southdirection" />
<look>There is a human inside the skate shop.</look>
</exit>
</object>
<object name="Gas Station">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="west" to="Town Square">
<inherit name="westdirection" />
</exit>
<object name="Flashlight">
<inherit name="editor_object" />
<take />
<feature_lightdark />
<attr name="feature_switchable" type="boolean">false</attr>
<lightstrength>strong</lightstrength>
<lightsource />
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist" />
<ontake type="script">
RemoveObject (Flashlight)
SetObjectLightstrength (Survivor, "strong")
Survivor.Light Source = "Flashlight"
</ontake>
</object>
</object>
<object name="Theatre">
<inherit name="editor_room" />
<dark />
<darkroomdescription>The Theatre is dark.</darkroomdescription>
<onexit type="script">
DisableTurnScript (ZomThea)
</onexit>
<enter type="script">
SetTurnTimeout (1) {
EnableTurnScript (ZomThea)
}
if (not GetBoolean(ZombieThea, "Dead")) {
msg ("You hear shuffling steps moving toward you...")
}
</enter>
<exit alias="northeast" to="Town Square">
<inherit name="northeastdirection" />
<lightsource />
<lightstrength>weak</lightstrength>
<runscript type="boolean">false</runscript>
</exit>
<object name="Revolver">
<inherit name="editor_object" />
<inherit name="container_limited" />
<visible />
<take />
<attr name="feature_usegive" type="boolean">false</attr>
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Shoot</value>
</inventoryverbs>
<attr name="feature_container" type="boolean">false</attr>
<open type="boolean">false</open>
<maxobjects type="int">12</maxobjects>
<close type="boolean">false</close>
<drop type="boolean">false</drop>
<useindividualverblist type="boolean">false</useindividualverblist>
<usestandardverblist />
<ontake type="script">
Survivor.Ammo = Survivor.Ammo + 1
</ontake>
<shoot type="scriptdictionary">
<item key="ZombieHosp">
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else {
RemoveObject (ZombieHosp)
msg ("You kill the zombie!")
Survivor.Ammo = Survivor.Ammo - 1
SetObjectFlagOn (ZombieHosp, "Dead")
}
</item>
<item key="ZombieHospBase"><![CDATA[
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else {
RemoveObject (ZombieHospBase)
msg ("You kill the zombie!<br/>It drops a set of keys!")
Survivor.Ammo = Survivor.Ammo - 1
SetObjectFlagOn (ZombieHospBase, "Dead")
MoveObjectHere (Hospital Keys)
}
]]></item>
<item key="ZombieThea">
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else {
RemoveObject (ZombieThea)
msg ("You kill the zombie!")
Survivor.Ammo = Survivor.Ammo - 1
SetObjectFlagOn (ZombieThea, "Dead")
}
</item>
<item key="Helen">
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else if (not GetBoolean(Helen, "Zombie")) {
SetObjectFlagOn (Helen, "Zombie")
msg ("You kill Helen, but she turns into a zombie!")
Helen.alias = "Zombie Helen"
Survivor.Ammo = Survivor.Ammo - 1
SetTurnTimeout (1) {
EnableTurnScript (Helen Zombie)
}
}
else if (GetBoolean(Helen, "Zombie")) {
RemoveObject (Helen)
SetObjectFlagOn (Helen, "Dead")
msg ("You kill Zombie Helen.")
Survivor.Ammo = Survivor.Ammo - 1
DisableTurnScript (Helen Companion)
DisableTurnScript (Helen Zombie)
SetObjectFlagOff (Helen, "Following")
}
</item>
<item key="Master Brain">
if (Survivor.Ammo = 0) {
msg ("You have no ammo!")
}
else {
RemoveObject (Master Brain)
msg ("You destroy the Master Brain, killing all Zombies in town!")
Survivor.Ammo = Survivor.Ammo - 1
SetObjectFlagOn (Master Brain, "Dead")
if (Survivor.Condition = "Human") {
msg ("You win the game as a Human!")
if (GetBoolean(Helen, "Following")) {
msg ("Helen will love you until death do you part!")
}
finish
}
else if (Survivor.Condition = "Zombie") {
msg ("Since you are one of the Zombies, you lose.")
finish
}
}
</item>
</shoot>
</object>
<object name="ZombieThea">
<inherit name="editor_object" />
<alias>Zombie</alias>
<displayverbs type="stringlist" />
<take type="boolean">false</take>
<speak type="script">
msg ("Braaaiins!")
if (Survivor.Condition = "Zombie") {
msg ("Where is the Master Brain?")
}
</speak>
</object>
</object>
<object name="Hospital">
<inherit name="editor_room" />
<dark />
<darkroomdescription>The Hospital is dark.</darkroomdescription>
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<onexit type="script">
DisableTurnScript (ZomHosp)
</onexit>
<enter type="script">
SetTurnTimeout (1) {
EnableTurnScript (ZomHosp)
}
if (not GetBoolean(ZombieHosp, "Dead")) {
msg ("You hear shuffling steps moving toward you...")
}
</enter>
<exit alias="south" to="Town Square">
<inherit name="southdirection" />
<lightsource />
<lightstrength>weak</lightstrength>
</exit>
<exit alias="down" to="Hospital Basement">
<inherit name="downdirection" />
</exit>
<object name="ZombieHosp">
<inherit name="editor_object" />
<alias>Zombie</alias>
<displayverbs type="stringlist" />
<speak type="script">
msg ("Braaaiins!")
if (Survivor.Condition = "Zombie") {
msg ("Where is the Master Brain?")
}
</speak>
</object>
<exit name="Hospital Door" alias="up" to="Hospital Second Floor">
<inherit name="updirection" />
<locked />
</exit>
</object>
<object name="Hospital Basement">
<inherit name="editor_room" />
<dark />
<onexit type="script">
DisableTurnScript (ZomHospBase)
</onexit>
<enter type="script">
SetTurnTimeout (1) {
EnableTurnScript (ZomHospBase)
}
if (not GetBoolean(ZombieHospBase, "Dead")) {
msg ("You hear shuffling steps moving toward you...")
}
</enter>
<object name="ZombieHospBase">
<inherit name="editor_object" />
<inherit name="male" />
<displayverbs type="stringlist" />
<attr name="feature_lightdark" type="boolean">false</attr>
<lightstrength>weak</lightstrength>
<attr name="feature_switchable" type="boolean">false</attr>
<alias>Zombie Janitor</alias>
<useindividualverblist type="boolean">false</useindividualverblist>
<speak type="script">
msg ("Braaaiins!")
if (Survivor.Condition = "Zombie") {
msg ("Where is the Master Brain?")
if (not GetBoolean(Hospital Keys, "Given")) {
RemoveObject (Hospital Keys)
UnlockExit (Hospital Door)
msg ("The zombie gives you his keys.")
SetObjectFlagOn (Hospital Keys, "Given")
}
}
</speak>
<object name="Hospital Keys">
<inherit name="editor_object" />
<take />
<drop type="boolean">false</drop>
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<ondrop type="script">
</ondrop>
<ontake type="script">
RemoveObject (Hospital Keys)
UnlockExit (Hospital Door)
</ontake>
</object>
</object>
<exit alias="up" to="Hospital">
<inherit name="updirection" />
</exit>
</object>
<verb>
<property>fight</property>
<pattern>fight</pattern>
<defaultexpression>"You can't fight " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>shoot</property>
<pattern>shoot</pattern>
<defaultexpression>"You can't shoot " + object.article + "."</defaultexpression>
</verb>
<object name="Skate Shop">
<inherit name="editor_room" />
<exit alias="north" to="Town Square">
<inherit name="northdirection" />
</exit>
<object name="Helen">
<inherit name="editor_object" />
<inherit name="female" />
<displayverbs type="stringlist" />
<alias>Helen</alias>
<feature_lightdark />
<lightsource />
<lightstrength>weak</lightstrength>
<speak type="script">
if (Survivor.Condition = "Human") {
if (Helen.alias = "Helen") {
msg ("Please help me, I will follow you!")
EnableTurnScript (Helen Companion)
if (not GetBoolean(Helen, "Following")) {
Survivor.Ammo = Survivor.Ammo + 5
msg ("I'll give you my ammo.")
}
}
}
else if (Survivor.Condition = "Zombie") {
if (Helen.alias = "Helen") {
msg ("Iiieee! Get away!")
}
}
if (Helen.alias = "Zombie Helen") {
msg ("Braaaiins!")
if (Survivor.Condition = "Zombie") {
msg ("Where is the Master Brain?")
EnableTurnScript (Helen Companion)
if (not GetBoolean(Helen, "Following")) {
Survivor.Ammo = Survivor.Ammo + 5
msg ("I'll give you my ammo.")
}
}
}
</speak>
<makelove type="script">
if (Survivor.Condition = "Human") {
if (Helen.alias = "Zombie Helen") {
msg ("Zombie Helen infects you and makes you a zombie!")
DecreaseHealth (100)
}
else {
msg ("She smiles and brings out her whip.")
DecreaseHealth (10)
}
}
else if (Survivor.Condition = "Zombie") {
if (Helen.alias = "Zombie Helen") {
msg ("Zombie love... eew.")
}
else {
msg ("Helen becomes a Zombie.")
EnableTurnScript (Helen Zombie)
Helen.alias = "Zombie Helen"
}
}
</makelove>
</object>
</object>
<turnscript name="Helen Companion">
<script>
MoveObjectHere (Helen)
SetObjectFlagOn (Helen, "Following")
</script>
</turnscript>
<turnscript name="Helen Zombie">
<script>
if (Survivor.Condition = "Zombie") {
}
else {
msg ("Zombie Helen attacks and you are severely wounded.")
DecreaseHealth (30)
}
</script>
</turnscript>
<object name="Hospital Second Floor">
<inherit name="editor_room" />
<dark />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<exit alias="down" to="Hospital">
<inherit name="downdirection" />
</exit>
<object name="Master Brain">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<eat type="script">
if (Survivor.Condition = "Human") {
msg ("You take a bite and puke.")
}
else if (Survivor.Condition = "Zombie") {
msg ("You win the game as the Master Zombie!")
if (Helen.alias = "Helen Zombie") {
if (GetBoolean(Helen, "Following")) {
msg ("Helen will love you forever!")
}
}
finish
}
</eat>
</object>
</object>
<verb>
<property>look</property>
<pattern>look</pattern>
<defaultexpression>"You can't look " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>makelove</property>
<pattern>make love</pattern>
<defaultexpression>"You can't make love " + object.article + "."</defaultexpression>
</verb>
<turnscript name="ZomThea">
<script>
if (GetBoolean(Survivor, "Zombie")) {
if (not GetBoolean(ZombieThea, "Dead")) {
if (Helen.alias = "Helen") {
if (GetBoolean(Helen, "Following")) {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
}
}
}
else if (not GetBoolean(ZombieThea, "Dead")) {
if (GetBoolean(Helen, "Following")) {
if (Helen.alias = "Helen") {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
</script>
</turnscript>
<turnscript name="ZomHosp">
<script>
if (GetBoolean(Survivor, "Zombie")) {
if (not GetBoolean(ZombieHosp, "Dead")) {
if (Helen.alias = "Helen") {
if (GetBoolean(Helen, "Following")) {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
}
}
}
else if (not GetBoolean(ZombieHosp, "Dead")) {
if (GetBoolean(Helen, "Following")) {
if (Helen.alias = "Helen") {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
</script>
</turnscript>
<turnscript name="ZomHospBase">
<script>
if (GetBoolean(Survivor, "Zombie")) {
if (not GetBoolean(ZombieHospBase, "Dead")) {
if (Helen.alias = "Helen") {
if (GetBoolean(Helen, "Following")) {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
}
}
}
else if (not GetBoolean(ZombieHospBase, "Dead")) {
if (GetBoolean(Helen, "Following")) {
if (Helen.alias = "Helen") {
SetObjectFlagOn (Helen, "Zombie")
msg ("A zombie kills Helen and she turns into a zombie as well!")
Helen.alias = "Zombie Helen"
EnableTurnScript (Helen Zombie)
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
else {
msg ("A zombie attacks you, leaving an open wound!")
DecreaseHealth (30)
}
}
</script>
</turnscript>
</asl>