' "TBC"
' Created with QDK 3.52 - UNREGISTERED VERSION
!include <Typelib.qlb>
define game <TBC>
asl-version <350>
gametype singleplayer
start <Astnia, traven>
game author <elexxorine>
game version <1.00 pre-alpha>
game info <Created with QDK 3.52 - UNREGISTERED EVALUATION VERSION.>
command <stats> msg <GENERAL:|nYou are #race#, #class# .|nhit points: %hp% / %mhp% .|nstamina: %sta% / %msta% .|nyou have %gold% pieces of gold.|n|nSTATS:|nstrength: %str% .|ndexterity: %dex% .|nagility: %agl% .|nintelligence: %int%.|nyou are level %level% with %exp% experience points.|nyou are |i#align#|xi .|n|nOUTSIDE WORLD:|nit is |i%hrs%|xi hours and |i%mins%|xi minutes of the clock, on day |i%day%|xi .|nit is |i#weather#|xi outside.>
define variable <race>
type string
value <elf>
end define
define variable <class>
type string
value <peasant>
end define
define variable <gold>
type numeric
value <90>
end define
define variable <level>
type numeric
value <1>
end define
define variable <exp>
type numeric
value <0>
end define
define variable <str>
type numeric
value <1>
end define
define variable <dex>
type numeric
value <1>
end define
define variable <agl>
type numeric
value <1>
end define
define variable <int>
type numeric
value <1>
end define
define variable <align>
type string
end define
define variable <mins>
type numeric
value <0>
end define
define variable <hrs>
type numeric
value <4>
end define
define variable <day>
type numeric
value <1>
end define
define variable <weather>
type string
onchange msg <It is #weather# outside.>
end define
define variable <weather2>
type numeric
value <6>
end define
define variable <hp>
type numeric
value <100>
end define
define variable <mhp>
type numeric
value <50>
end define
define variable <sta>
type numeric
value <50>
end define
define variable <msta>
type numeric
value <50>
end define
define variable <align2>
type numeric
value <70>
end define
end define
define synonyms
end define
define room <Astnia, traven>
alias <Drunken Druid Inn>
prefix <The>
look <A typical pub. People are sitting at tables drinking ale and sweet beer while sharing tales and swapping legonds. A fire is crakling in the corner warming every corner of the room, smoke and the smells of liquer waft in the air and calm you, it feels like home...>
out <Astnia, west street>
define object <barkeep>
alt <barman; bar man; barkeeper; bar keeper; barkeep; bar keep>
look <The bar keeper is standing behind the counter, serving drinks.>
examine <He has short black hair, light brown eyes, greesy dark blue skin and a scowl. He is wearing an apron over his normal clothes and is quite short but tough looking.>
prefix <the>
displaytype <shop owner>
article <him>
gender <he>
type <TLTactor>
properties <not named>
action <speak> choose <shop_bar>
end define
define object <fireplace>
alt <fire; fire place>
look <the fire place is crakling in the corner.>
displaytype <scenery>
article <it>
gender <it>
type <TLTscenery>
end define
define object <people>
look <there are many people sitting, drinking, chatting.>
displaytype <people>
article <them>
gender <they>
end define
define object <stranger>
look <he is sitting a the very back of the room, with his hood up consealing his face.>
displaytype <persom>
article <him>
gender <he>
type <TLTactor>
properties <not named>
end define
end define
define room <store_room>
define object <ale>
look <its warm and frothy.>
speak <your not that depressed are you?>
displaytype <food>
article <it>
gender <it>
type <TLTobject>
properties <not takeable; noTake=you must buy this first.>
end define
define object <sweetbeer>
look <it's bubbling away in its bottle.>
displaytype <food>
article <it>
gender <it>
type <TLTobject>
properties <not takeable; noTake=you must buy this first.>
end define
define object <raggedtop>
alt <top>
look <it is a piece of scrawny cloth made into a top, it is the lowest form of clothing.>
displaytype <clothing (top)>
article <it>
gender <it>
type <TLTobject>
type <TLTvest>
properties <topcover=2; sex=0; worn>
end define
define object <raggedbottoms>
alt <bottoms>
look <it is a piece of scrawny cloth made into a top, it is the lowest form of clothing.>
displaytype <clothing (bottoms)>
article <it>
gender <it>
type <TLTobject>
type <TLTundies>
properties <botcover=2; sex=0; worn>
end define
define object <fur>
look <it is a piece of carefully cut animal fur.>
article <it>
gender <it>
type <TLTobject>
properties <noWear=that would just look silly....>
end define
end define
define room <Astnia, temple>
alias <Astnia Temple>
prefix <the>
look <a large room with high walls and a glass doom, filled with riches and decorations. in the middle is a raised platform on which is a eight-pointed star carved into the floor, with burning candles at the tip of each point, the lines glow faintly purple and the smell of leechgrass wofts through the air.>
out <Astnia, east street>
define object <star>
look <it was carved into the floor hundreds of years ago by the great godess Fanati.>
displaytype <magic>
article <it>
gender <it>
type <TLTscenery>
end define
define object <archpriest>
alt <headpriest; arch priest; head priest>
look <he is wearing tranditional robes, his head is bowed and he is mumbling something under his breath.>
displaytype <person>
article <him>
gender <he>
type <TLTactor>
properties <not named>
end define
end define
define room <Astnia, marketplace>
alias <marketplace>
prefix <the>
look <people are bussle#ing round the stalls, as tenders call out 'once in a life time' offers. rich smells of all kinds zoom up your nose and the noise is deafening.>
east <Astnia, east street>
west <Astnia, west street>
define object <furman>
alt <fur man; fur trader; furtrader>
look <he is standing next to his stall, which has various animals skins on display.>
examine <he has light golden brown hair and eyes, he skin is a deep purply colour.>
displaytype <shop owner>
article <him>
gender <he>
type <TLTactor>
properties <not named>
end define
define object <furstall>
alt <fur stall>
look <it is has various animal skins on display: fox, wolf, rabbit, wig-wig, any many more...>
displaytype <shop stall>
article <it>
gender <it>
type <TLTobject>
type <TLTscenery>
properties <not takeable; noTake=that implies stealing....>
end define
end define
define room <Astnia, west street>
alias <west street>
look <a long and twisty road leading from the central market place to the outer city gates.>
indescription <You are on:>
east <Astnia, marketplace>
place <Astnia, traven>
end define
define room <Astnia, east street>
look <a stort and well built road in the good part of town.>
indescription <You are on:>
west <Astnia, marketplace>
place <Astnia, temple>
end define
define procedure <hrschange>
if ( %mins% >= 60 ) then {
set <hrs; %hrs%+1>
set <mins; 0>
}
if ( hrs >= 24 ) then {
set <hrs; 0>
set <day; %day%+1>
}
end define
define procedure <alignment>
if ( align2 >= 1 ) and ( align2 <= 20 ) then set <align; PURE EVIL!!!> else {if ( align2 >= 21 ) and ( align2 <= 40 ) then set <align; evil> else {if ( align2 >= 41 ) and ( align2 <= 60 ) then set <align; neutral/evil> else {if ( align2 >= 61 ) and ( align2 <= 80 ) then set <align; neutral> else {if ( align2 >= 81 ) and ( align2 <= 100 ) then set <align; neutral/good> else {if ( align2 >= 101 ) and ( align2 <= 120 ) then set <align; good> else {if ( align2 >= 121 ) and ( align2 <= 140 ) then set <align; PURE GOOD!!!>}}}}}}
end define
define procedure <mhit>
set <mhp; %str%+%str%+4>
end define
define procedure <mstam>
inc <msta; %agl%+%agl%+4>
end define
define procedure <mhit2>
if ( hp > mhp ) then set <hp; %mhp%>
end define
define procedure <mstam2>
if ( sta > msta ) then set <sta; %sta%>
end define
define timer <minutes>
interval <1>
action set <mins; %mins%+1>
enabled
end define
define timer <weatherchanger>
interval <15>
action {
set <weather2; $rand(1;10)$>
if ( weather2 = 1 ) or ( weather2 = 2 ) or ( weather2 = 3 ) or ( weather2 = 4 ) or ( weather2 = 5 ) then set <weather; #weather#> else {if ( weather2 = 6 ) then set <weather; sunny> else {if ( weather2 = 7 ) then set <weather; raining> else {if ( weather2 = 8 ) then set <weather; windy> else {if ( weather2 = 9 ) then set <weather; snowing> else {if ( weather2 = 10 ) then set <weather; very hot>}}}}}
}
enabled
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
define selection <shop_bar>
info <What would you like to buy?>
choice <Buy_Ale> {
msg <this ale costs 6 gold pieces.>
wait <press any key....>
if ask <this ale costs 6 gold pieces. are you sure you wish to buy?> then {if ( gold >= 6 ) then {
set <gold; %gold%-6>
give <ale>
}
else msg <you do not have enough gold....>} else msg <you do not have enough gold to buy this....>} else msg <"ok then....">
}
choice <Buy_Sweetbeer> {
msg <this sweetbeer costs 9 gold pieces.>
wait <press any key....>
if ask <this sweetbeer costs 9 gold pieces. are you sure you wish to buy?> then {{if ( gold >= 9 ) then {
msg <you but the sweetbeer....>
give <sweetbeer>
set <gold; %gold%-9>
}
} else msg <you do not have enough gold....>} else msg <you do not have enough gold....>} else msg <you do not have enough gold to buy this....>} else msg <"ok then....">
}
choice <?_Ale> {
msg <ALE:|n this bitter drink is served in almost every pub, it is dark brown, frothy and very alcoholic.|n USUAL PRICE: 6 gold pieces.>
wait <press any key....>
choose <shop_bar>
}
choice <?_Sweetbeer> {
msg <SWEETBEER:|n this refreshing drink is served in almost every pub, it is a teacle colour and favoured by most for its relaxing effects.|n USUAL PRICE: 9 gold pieces.>
wait <press any key....>
choose <shop_bar>
}
choice <Buy_Nothing>
end define
define selection <talk_general1>
info <what would you like to ask about?>
choice <gossip> msg <"i hear that omething funny's happening down in the plains...">
choice <rumours> msg <"they say there's an evil traveling from the south. towards Kelonyon forest...">
choice <nothing>
end define
define selection <shop_fur1>
info <what would you like?>
choice <buy_fur> {
msg <this fur costs 3 gold pieces. are you sure you wish to buy?>
wait <press any key....>
if ask <this fur costs 3 gold pieces. are you sure you wish to buy?> then {if ( gold >= 3 ) then {
set <gold; %gold%-3>
give <fur>
}
else msg <you do not have enough gold....>} else msg <you do not have enough gold to buy this....>} else msg <"ok then....">
}
choice <?_fur> {
msg <FUR:|na piece of animal skin that has been carefully cut and shaped for whatever purposes it is needed for.|nUSUAL PRICE: 3 gold pieces.>
wait <press any key....>
choose <shop_fur1>
}
choice <buy_nothing> msg <"suit yourself....">
end define
define selection <shop_bar>
info <What would you like to buy?>
choice <Buy_Ale> {
msg <this ale costs 6 gold pieces.>
wait <press any key....>
if ask <this ale costs 6 gold pieces. are you sure you wish to buy?> then {
if ( gold >= 6 ) then {
set <gold; %gold%-6>
give <ale>
}
else msg <you do not have enough gold....>
}
}
choice <Buy_Sweetbeer> {
msg <this sweetbeer costs 9 gold pieces.>
wait <press any key....>
if ask <this sweetbeer costs 9 gold pieces. are you sure you wish to buy?> then {
if ( gold >= 9 ) then {
msg <you but the sweetbeer....>
give <sweetbeer>
set <gold; %gold%-9>
}
else msg <you do not have enough gold....>
}
}
choice <?_Ale> {
msg <ALE:|n this bitter drink is served in almost every pub, it is dark brown, frothy and very alcoholic.|n USUAL PRICE: 6 gold pieces.>
wait <press any key....>
choose <shop_bar>
}
choice <?_Sweetbeer> {
msg <SWEETBEER:|n this refreshing drink is served in almost every pub, it is a teacle colour and favoured by most for its relaxing effects.|n USUAL PRICE: 9 gold pieces.>
wait <press any key....>
choose <shop_bar>
}
choice <Buy_Nothing>
end define
define selection <talk_general1>
info <what would you like to ask about?>
choice <gossip> msg <"i hear that omething funny's happening down in the plains...">
choice <rumours> msg <"they say there's an evil traveling from the south. towards Kelonyon forest...">
choice <nothing>
end define
define selection <shop_fur1>
info <what would you like?>
choice <buy_fur> {
msg <this fur costs 3 gold pieces. are you sure you wish to buy?>
wait <press any key....>
if ask <this fur costs 3 gold pieces. are you sure you wish to buy?> then {
if ( gold >= 3 ) then {
set <gold; %gold%-3>
give <fur>
}
else msg <you do not have enough gold....>
}
else msg <it is a shame you choose not to buy this luxurious fur!>
}
choice <?_fur> {
msg <FUR:|na piece of animal skin that has been carefully cut and shaped for whatever purposes it is needed for.|nUSUAL PRICE: 3 gold pieces.>
wait <press any key....>
choose <shop_fur1>
}
choice <buy_nothing> msg <"suit yourself....">
end define define variable <hp>
type numeric
value <100>
onchange if ( %hp% > %mhp% ) then set numeric <hp; %mhp%>
end definedefine timer <weatherchanger>
interval <15>
action {
set <weather2; $rand(1;10)$>
if ( %weather2% = 5 ) then set <weather; #weather#> else {
if ( %weather2% = 6 ) then set <weather; sunny> else {
if ( %weather2% = 7 ) then set <weather; raining> else {
if ( %weather2% = 8 ) then set <weather; windy> else {
if ( %weather2% = 9 ) then set <weather; snowing> else if ( %weather2% = 10 ) then set <weather; very hot>
}
}
}
}
}
enabled
end define is correct..define procedure <mhit2>
if ( %hp% > %mhp% ) then set <hp; %mhp%>
end define
define procedure <mstam2>
if ( %sta% > %msta% ) then set <sta; %sta%>
end defineGENERAL:
You are elf, peasant . <--you are #race#, #class#.
hit points: 100 / 50 . <--hit points: %hp% / %mhp%.
stamina: 50 / 50 . <--stamina: %sta% / %msta%.
you have 90 pieces of gold. <--you have %gold% pieces of gold.
STATS:
strength: 1 . <-- strength: %str%.
dexterity: 1 . <--dexterity: %dex%.
agility: 1 . <--agility: %alg%.
intelligence: 1. <--intelligence: %int%.
you are level 1 with 0 experience points. <--you are level %level% with %exp%....
you are . <-- you are #align#.
OUTSIDE WORLD:
it is 4 hours and 166 minutes of the clock, on day 1 . <-- it is %hrs% and %mins% of the clock on day %day%.
it is windy outside.
define variable <hrs>
type numeric
value <5>
onchange {
if ( %hrs% = 2 ) then set <#time#; early morning> else {
if ( %hrs% = 5 ) then set <#time#; dawn> else {
if ( %hrs% = 8 ) then set <#time#; morning> else {
if ( %hrs% = 11 ) then set <#time#; mid-day> else {
if ( %hrs% = 14 ) then set <#time#; afternoon> else {
if ( %hrs% = 17 ) then set <#time#; dusk> else {
if ( %hrs% = 20 ) then set <#time#; evening> else {
if ( %hrs% = 23 ) then set <#time#; midnight> else {
if ( %hrs% = 24 ) then {
set numeric <hrs; 0> set numeric <day; %day%+1>
set numeric <day; %day%+1>
}
}}}}}}}}}
end definebut on looking closely i saw that i had version 1.09 for quest 3.11, where can i get the lastest version?
he never logs in and uses guest and claims to look at the member list for his email address, which has been removed....