define game <Wars of Ancardia>
asl-version <350>
gametype singleplayer
start <Decidence>
game author <Francis Robert Stokes>
game info <Unfinished.>
startscript msg <|b|s27|jcWars Of Ancardia|s00|jl|xb>
properties <Non Fight=1>
command <Travel> choose <Travel>
define variable <Race>
type string
value <no race>
display <Race = !>
end define
define variable <Army>
type numeric
value <0>
display nozero <You have ! #Race# #class#s>
end define
define variable <wood>
type numeric
value <0>
display nozero <You have !wood peices.>
end define
define variable <gold>
type numeric
value <0>
display nozero <You have ! gold peices.>
end define
define variable <Class>
type string
value <no class>
end define
define variable <Army LVL>
type numeric
value <1>
display <Army Lvl !>
end define
define variable <Army EXP>
type numeric
value <100>
display <Army exp = !>
end define
define variable <current army>
type string
end define
end define
define synonyms
end define
define room <Orc Camp>
look <You stand in your camp with your leading general.All of you %Army% are resting.>
command <build a fort> choose <Fort>
properties <Non Fight=1>
end define
define room <Elven Camp>
properties <Non Fight=1>
end define
define room <Men Camp>
end define
define room <Decidence>
description <It is time to decide your race, young one.|nElf, Human or Orc?>
command <Orc> {
set string <Race; Orc>
set string <Class; Warriors>
msg <You have an army of 1500 orcs.You must do battle and build it up to become the most feared race in the whole of Ancardia!>
inc <Army; 1500>
goto <Orc Camp>
}
command <Elf> {
set string <Race; Elven>
set string <Class; Archer>
set numeric <Army; 1000>
msg <You have an army of 1000 Elves.You must do battle and build it up to become the most respected race in the whole of Ancardia!>
goto <Elf Camp>
}
command <Human> {
set string <Race; Men>
set string <Class; Barbarian>
set numeric <Army; 1700>
msg <You have an army of 1700 Men.You must do battle and build it up to become the most powerfull race in the whole of Ancardia!>
goto <Men Camp>
}
end define
define room <Fort Room>
look <This room is required by the program to execute the "build a fort" command.If you are here then there is an error with the game.Please contact Francis Stokes with all the details of the errror at francis.[email protected].com.>
define object <Wooden Fort>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <It currently has %woodenfortdef% defence.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
end define
end define
define room <Ganaroth>
look <You and your recrutier stand in the city.You can employ warriors for 1000 gold for every 100 warriors.>
define object <Dwarven Army>
look <This is an elite army of 200 dwarves.>
examine <This army is lvl 1.>
type <army>
properties <lvl=1; army=200>
end define
end define
define procedure <NPC army move>
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
define selection <Fort>
info <What kind of Fort do you wish to build?>
choice <Wood> if ask <It costs 10000 gold and 10000 wood peices to build a wooden fort.Are you sure?> then {
if ( %gold% >= 10000 ) and ( %wood% >= 10000 ) and ( %Army% >= 1000 ) then {
msg <You build a wooden fort.>
dec <gold; 10000>
dec <wood; 10000>
clone <Wooden Fort; Wooden Fort2; #quest.currentroom#>
}
else msg <You either didnt have enough gold, wood or men to build this fort.>
}
end define
define selection <Travel>
info <Travel to where?>
choice <Ganaroth, capital of Ancardia> goto <Ganaroth>
choice <#Race# Camp> goto <#Race# Camp>
end define
' "Wars of Ancardia"
' Created with QDK 3.53 - UNREGISTERED VERSION
define game <Wars of Ancardia>
asl-version <350>
gametype singleplayer
start <Decidence>
game author <Francis Robert Stokes>
game info <Created with QDK 3.53 - UNREGISTERED EVALUATION VERSION.>
startscript msg <|b|s27|jcWars Of Ancardia|s00|jl|xb>
command <Travel> choose <Travel>
command <Build> choose <Build>
define variable <Race>
type string
value <no race>
display <Race = !>
end define
define variable <Army>
type numeric
value <0>
display nozero <You have ! #Race# #class#s>
end define
define variable <wood>
type numeric
value <10000>
display nozero <You have !wood peices.>
end define
define variable <gold>
type numeric
value <10000>
display nozero <You have ! gold peices.>
end define
define variable <Class>
type string
value <no class>
end define
define variable <Army LVL>
type numeric
value <1>
display <Army Lvl !>
onchange if ( %Army LVL% = 2 ) then inc <Credits; 5>
end define
define variable <Army EXP>
type numeric
value <100>
display <Exp till next lvl = !>
onchange if ( %Army LVL% = 1 ) and ( %Army EXP% = 0 ) then {
inc <Army LVL; 1>
inc <Army EXP; 158>
}
end define
define variable <current army>
type string
end define
define variable <Army Atk>
type numeric
value <1>
display <Army Atk = ! >
end define
define variable <Army Def>
type numeric
value <1>
display <Army Def = !>
end define
define variable <Credits>
type numeric
value <0>
display <You have ! Training Credit*s*>
end define
end define
define synonyms
end define
define room <Orc Camp>
look <You stand in your camp with your leading general.All of your warriors are resting here.>
command <build a fort> choose <Fort>
end define
define room <Elven Camp>
end define
define room <Men Camp>
end define
define room <Decidence>
description <It is time to decide your race, young one.|nElf, Human or Orc?>
command <Orc> {
set string <Race; Orc>
set string <Class; Warriors>
msg <You have an army of 1500 orcs.You must do battle and build it up to become the most feared race in the whole of Ancardia!>
inc <Army; 1500>
goto <Orc Camp>
}
command <Elf> {
set string <Race; Elven>
set string <Class; Archer>
set numeric <Army; 1000>
msg <You have an army of 1000 Elves.You must do battle and build it up to become the most respected race in the whole of Ancardia!>
goto <Elf Camp>
}
command <Human> {
set string <Race; Men>
set string <Class; Barbarian>
set numeric <Army; 1700>
msg <You have an army of 1700 Men.You must do battle and build it up to become the most powerfull race in the whole of Ancardia!>
goto <Men Camp>
}
end define
define room <Storeage Room>
look <This room is required by the program to execute the "build a fort" command.If you are here then there is an error with the game.Please contact Francis Stokes with all the details of the errror at francis.[email protected].com.>
define object <Wooden Fort>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <It currently has %woodenfortdef% defence.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
end define
define object <Small Town Deed>
look <This shows you own a small town.>
take
examine <This shows you own a small town.>
drop nowhere <You cannot just drop you town deed!>
end define
end define
define room <Ganaroth>
look <You and your recrutier stand in the city.You can employ warriors for 1000 gold for every 100 warriors.>
end define
define room <Railthor>
look <"welcome" says a gnome.|n"You may train here for 500 gold.">
command <train> if ( %gold% >= 500 ) and ( %Army% >= 1 ) then {
if ask <are you sure that you want to train 100 exp of your army for 500 gold?> then {
dec <gold; 500>
dec <Army EXP; 100>
}
}
command <money> dec <gold>
end define
define procedure <NPC army move>
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
define selection <Fort>
info <What kind of Fort do you wish to build?>
choice <Wood> if ask <It costs 10000 gold and 10000 wood peices to build a wooden fort.Are you sure?> then {
if ( %gold% >= 10000 ) and ( %wood% >= 10000 ) and ( %Army% >= 1000 ) then {
msg <You build a wooden fort.>
dec <gold; 10000>
dec <wood; 10000>
clone <Wooden Fort; Wooden Fort2; #quest.currentroom#>
}
else msg <You either didnt have enough gold, wood or men to build this fort.>
}
end define
define selection <Travel>
info <Travel to where?>
choice <Ganaroth, capital of Ancardia> goto <Ganaroth>
choice <#Race# Camp> goto <#Race# Camp>
choice <Railthor - City of Training> goto <Railthor>
end define
define selection <Build>
info <What do you want to build?>
choice <A Fort - Adds 100 def to your army defence lvl> choose <Fort>
choice <A Town - Makes you up to 1000 gold a day> choose <Build town>
end define
define selection <Build Town>
info <What kind of town would you like to build?>
choice <Small Town - Makes 300 gold a day & adds 10 defence> if ( %wood% >= 10000 ) and ( %gold% >= 10000 ) then {
{if ask <Are you sure you want to build a small town for 10000 wood peices and 10000 gold?> then msg <Your small town has been built!To collect your money, use the "bank" command.|nNote: You can only do this every 50 turns.> inc <Army Def; 10> give <Small Town Deed> else msg <You decide not to build a small town.> } else msg <You do not have enough gold or wood to build this town.You need 10000 wood and 10000 gold.>
}
end define
define selection <Build Town>
info <What kind of town would you like to build?>
choice <Small Town - Makes 300 gold a day & adds 10 defence> {
if ( %wood% >= 10000 ) and ( %gold% >= 10000 ) then {
if ask <Are you sure you want to build a small town for 10000 wood peices and 10000 gold?> then {
msg <Your small town has been built!To collect your money, use the "bank" command.|nNote: You can only do this every 50 turns.>
inc <Army Def; 10>
give <Small Town Deed>
}
else msg <You decide not to build a small town.>
}
else msg <You do not have enough gold or wood to build this town.You need 10000 wood and 10000 gold.>
}
end define
' "Wars of Ancardia"
' Created with QDK 3.53 - UNREGISTERED VERSION
define game <Wars of Ancardia>
asl-version <350>
gametype singleplayer
start <Decidence>
game author <Francis Robert Stokes>
game info <Created with QDK 3.53 - UNREGISTERED EVALUATION VERSION.>
startscript msg <|b|s27|jcWars Of Ancardia|s00|jl|xb>
afterturn inc <turn counter; 1>
command <Travel> choose <Travel>
command <Build> choose <Build>
command <Bank> choose <Bank Collect>
command <Cut #@Tree#> if here <#Tree#> then {
msg <You cut wood from the tree.>
inc <wood ; 4>
dec <Army EXP; 15>
hide <#Tree#>
}
define variable <Race>
type string
value <no race>
display <Race = !>
end define
define variable <Army>
type numeric
value <0>
display nozero <You have ! #Race# #class#>
end define
define variable <wood>
type numeric
value <0>
display <You have ! wood peices.>
onchange if ( %wood% > 20 ) then set numeric <wood; 20>
end define
define variable <gold>
type numeric
value <1000>
display nozero <You have ! gold peices.>
end define
define variable <Class>
type string
value <no class>
end define
define variable <Army LVL>
type numeric
value <1>
display <Army Lvl !>
onchange if ( %Army LVL% = 2 ) then inc <Credits; 5>
end define
define variable <Army EXP>
type numeric
value <100>
display <Exp till next lvl = !>
onchange if ( %Army LVL% = 1 ) and ( %Army EXP% = 0 ) then {
inc <Army LVL; 1>
inc <Army EXP; 158>
}
end define
define variable <current army>
type string
end define
define variable <Army Atk>
type numeric
value <1>
display <Army Atk = ! >
end define
define variable <Army Def>
type numeric
value <1>
display <Army Def = !>
end define
define variable <Credits>
type numeric
value <0>
display <You have ! Training Credit*s*>
end define
define variable <turn counter>
type numeric
value <0>
display <! turns>
end define
define variable <Storage Campaign>
type numeric
value <0>
end define
define variable <Storage Sell>
type numeric
value <0>
end define
define variable <Campaign>
type numeric
value <1>
end define
define variable <Tree Counter>
type numeric
value <0>
end define
end define
define synonyms
end define
define room <Orc Camp>
look <You stand in your camp with your leading general.All of your warriors are resting here.>
command <build a fort> choose <Fort>
end define
define room <Elven Camp>
end define
define room <Men Camp>
end define
define room <Decidence>
description <It is time to decide your race, young one.|nElf, Human or Orc?>
command <Orc> {
set string <Race; Orc>
set string <Class; Warriors>
msg <You have an army of 10 orcs.You must do battle and build it up to become the most feared race in the whole of Ancardia!>
inc <Army; 10>
goto <Orc Camp>
}
command <Elf> {
set string <Race; Elven>
set string <Class; Archer>
set numeric <Army; 10>
msg <You have an army of 10 Elves.You must do battle and build it up to become the most respected race in the whole of Ancardia!>
goto <Elf Camp>
}
command <Human> {
set string <Race; Men>
set string <Class; Barbarian>
set numeric <Army; 10>
msg <You have an army of 10 Men.You must do battle and build it up to become the most powerfull race in the whole of Ancardia!>
goto <Men Camp>
}
end define
define room <Storage Room>
look <This room is required by the program to execute the "build a fort" command.If you are here then there is an error with the game.Please contact Francis Stokes with all the details of the errror at francis.[email protected].com.>
define object <Wooden Fort>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
end define
define object <Small Town Deed>
look <This shows you own a small town.>
take
examine <This shows you own a small town.>
drop nowhere <You cannot just drop you town deed!>
end define
define object <Wooden Fort2>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
end define
define object <Wooden Fort3>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
end define
define object <Wooden Fort4>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
end define
define object <Wooden Fort5>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
end define
define object <Campaign Certificate - Fort Quest>
look <-*- Quest Completed -*->
take
speak <-*- Quest Completed -*->
examine <-*- Quest Completed -*->
drop nowhere <>
end define
end define
define room <Ganaroth>
look <You and your recrutier stand in the city.You can employ warriors for 1000 gold for every 100 warriors.>
end define
define room <Railthor>
look <"welcome" says a gnome.|n"You may train here for 500 gold.">
command <train> if ( %gold% >= 500 ) and ( %Army% >= 1 ) then {
if ask <are you sure that you want to train 100 exp of your army for 500 gold?> then {
dec <gold; 500>
dec <Army EXP; 100>
}
}
command <money> dec <gold>
end define
define room <The Open>
description if ( %campaign% = 1 ) then {
msg <You are all set to begin your first campaign.|nFor this, you must build four forts and get your army LvL to at least two.>
goto <Campaign 1>
}
end define
define room <Campaign 1>
alias <Campaign>
indescription <This is your first:>
afterturn {
inc <Tree Counter; 1>
if ( %Tree Counter# = 4 ) then show <#quest.lastobject#>
if is <%Tree Counter%; =; 4> then set numeric <Tree Counter; 0>
}
define object <Tree>
look <A tall tree that can be cut down with the "cut tree command".>
examine <A tall tree that can be cut down with the "cut tree command".>
end define
define object <Tree2>
alias <Tree>
look <A tall tree that can be cut down with the "cut tree command".>
examine <A tall tree that can be cut down with the "cut tree command".>
end define
define object <Tree3>
alias <Tree>
look <A tall tree that can be cut down with the "cut tree command".>
examine <A tall tree that can be cut down with the "cut tree command".>
end define
define object <Tree4>
alias <Tree>
look <A tall tree that can be cut down with the "cut tree command".>
examine <A tall tree that can be cut down with the "cut tree command".>
end define
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
define selection <Fort>
info <What kind of Fort do you wish to build?>
choice <Wood> if ask <It costs 20 gold and 20 wood peices to build a wooden fort.Are you sure?> then {
if ( %gold% >= 20 ) and ( %wood% >= 20 ) and ( %Army% >= 10 ) then {
msg <You build a wooden fort.>
dec <gold; 10000>
dec <wood; 10000>
clone <Wooden Fort; Wooden Fort2; #quest.currentroom#>
}
else msg <You either didnt have enough gold, wood or men to build this fort.>
}
end define
define selection <Travel>
info <Travel to where?>
choice <#Race# Camp> goto <#Race# Camp>
choice <Ganaroth, Capital of Ancardia> goto <Ganaroth>
choice <Railthor - City of Training> goto <Railthor>
choice <The Open Land - Execute Campaigns> goto <The Open>
end define
define selection <Build>
info <What do you want to build?>
choice <A Fort - Adds 100 def to your army defence lvl> choose <Fort>
choice <A Town - Makes you up to 1000 gold a day> choose <Build Town>
end define
define selection <Build Town>
info <What kind of town would you like to build?>
choice <Small Town - Makes 300 gold a day & adds 10 defence> if ( %wood% >= 100 ) and ( %gold% >= 100 ) then {
if ask <Are you sure you want to build a small town for 100 wood peices and 100 gold?> then msg <Your small town has been built!To collect your money, use the "bank" command.|nNote: You can only do this once a day.>
inc <Army Def; 10>
dec <gold; 100>
dec <wood; 100>
give <Small Town Deed> else msg <You decide not to build a small town.>
}
end define
define selection <Bank Collect>
info <What kind of town do you wish to collect gold from?>
choice <Small Town> if ( %turn counter% >= 20 ) and got <Small Town Deed> then {
set numeric <turn counter; 0>
inc <gold; 300>
}
else msg <You have either not built a town or have not waited 1 day (20 turns).>
end define
define game <Wars of Ancardia>
asl-version <350>
gametype singleplayer
start <Decidence>
game author <Francis Robert Stokes>
game info <Created with QDK 3.53 - UNREGISTERED EVALUATION VERSION.>
startscript msg <|b|s27|jcWars Of Ancardia|s00|jl|xb>
afterturn inc <turn counter; 1>
type <Fort>
command <Travel> choose <Travel>
command <Build> choose <Build>
command <Bank> choose <Bank Collect>
command <Cut #@Tree#> if here <#Tree#> then {
msg <You cut wood from the tree.>
inc <wood ; 4>
dec <Army EXP; 15>
hide <#Tree#>
}
command <Skills> msg <|uSkills:-|xu|nMining Level : %mining lvl%|nCrafting Level : %crafting lvl%>
define variable <Race>
type string
value <no race>
display <Race = !>
end define
define variable <Army>
type numeric
value <0>
display nozero <You have ! #Race# #class#>
end define
define variable <wood>
type numeric
value <500>
display <You have ! wood peices.>
end define
define variable <gold>
type numeric
value <1000>
display nozero <You have ! gold peices.>
end define
define variable <Class>
type string
value <no class>
end define
define variable <Army LVL>
type numeric
value <1>
display <Army Lvl !>
onchange if ( %Army LVL% = 2 ) then inc <Credits; 5>
end define
define variable <Army EXP>
type numeric
value <100>
display <Exp till next lvl = !>
onchange if ( %Army LVL% = 1 ) and ( %Army EXP% <= 0 ) then {
inc <Army LVL; 1>
inc <Army EXP; 158>
}
end define
define variable <current army>
type string
end define
define variable <Army Atk>
type numeric
value <1>
display <Army Atk = ! >
end define
define variable <Army Def>
type numeric
value <1>
display <Army Def = !>
end define
define variable <Credits>
type numeric
value <0>
display <You have ! Training Credit*s*>
end define
define variable <turn counter>
type numeric
value <0>
display <! turns>
end define
define variable <Storage Campaign>
type numeric
value <0>
end define
define variable <Storage Sell>
type numeric
value <0>
end define
define variable <Campaign>
type numeric
value <1>
end define
define variable <Tree Counter>
type numeric
value <0>
end define
define variable <mining lvl>
type numeric
value <1>
end define
define variable <crafting lvl>
type numeric
value <1>
end define
define variable <Mining>
type numeric
value <0>
display <mining - !>
end define
define variable <Mined Material>
type string
end define
end define
define synonyms
end define
define room <Orc Camp>
look <You stand in your camp with your leading general.All of your warriors are resting here.>
command <build a fort> choose <Fort>
end define
define room <Elven Camp>
end define
define room <Men Camp>
end define
define room <Decidence>
description <It is time to decide your race, young one.|nElf, Human or Orc?>
command <Orc> {
set string <Race; Orc>
set string <Class; Warriors>
msg <You have an army of 10 orcs.You must do battle and build it up to become the most feared
race in the whole of Ancardia!>
inc <Army; 10>
goto <Orc Camp>
}
command <Elf> {
set string <Race; Elven>
set string <Class; Archer>
set numeric <Army; 10>
msg <You have an army of 10 Elves.You must do battle and build it up to become the most
respected race in the whole of Ancardia!>
goto <Elf Camp>
}
command <Human> {
set string <Race; Men>
set string <Class; Barbarian>
set numeric <Army; 10>
msg <You have an army of 10 Men.You must do battle and build it up to become the most powerfull
race in the whole of Ancardia!>
goto <Men Camp>
}
end define
define room <Storage Room>
look <This room is required by the program to execute the "build a fort" command.If you are here then there is
an error with the game.Please contact Francis Stokes with all the details of the errror at francis.[email protected].com.>
define object <Wooden Fort>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
type <Fort>
end define
define object <Small Town Deed>
look <This shows you own a small town.>
take
examine <This shows you own a small town.>
drop nowhere <You cannot just drop you town deed!>
end define
define object <Campaign Certificate - Fort Quest>
look <-*- Quest Completed -*->
take
speak <-*- Quest Completed -*->
examine <-*- Quest Completed -*->
drop nowhere <>
end define
define object <Wooden Fort2>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
type <Fort>
end define
define object <Wooden Fort3>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
type <Fort>
end define
define object <Wooden Fort4>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
type <Fort>
end define
define object <Wooden Fort5>
alias <Wooden Fort>
look <A wooden fort fashioned by the hand of your race.>
examine <A wooden fort fashioned by the hand of your race.>
prefix <a>
displaytype <Fort>
article <it>
gender <it>
type <Fort>
end define
end define
define room <Ganaroth>
look <You stand in a busy city.You can go to the mines for 100 gold.>
north if ask <Would you like to goto the mines of Ganaroth?> and ( %Gold% >= 100 ) then goto <Mines of
Ganaroth>
end define
define room <Railthor>
look <"welcome" says a gnome.|n"You may train here for 500 gold.">
command <train> if ( %gold% >= 500 ) and ( %Army% >= 1 ) then {
if ask <are you sure that you want to train 100 exp of your army for 500 gold?> then {
dec <gold; 500>
dec <Army EXP; 100>
}
}
command <money> dec <gold>
end define
define room <The Open>
description if ( %campaign% = 1 ) then {
msg <You are all set to begin your first campaign.|nFor this, you must build four forts and get your
army LvL to at least two.>
goto <Campaign 1>
}
end define
define room <Campaign 1>
alias <Campaign>
indescription <This is your first:>
script give <Tree Cutting Pass>
afterturn {
inc <Tree Counter; 1>
doaction <Tree; Regen>
doaction <Tree2; Regen>
doaction <Tree3; Regen>
doaction <Tree4; Regen>
if ( %Tree Counter% >= 4 ) then set numeric <Tree Counter; 0>
if here <Wooden Fort2> and here <Wooden Fort3> and here <Wooden Fort4> and here <Wooden
Fort5> and ( %Army LVL% >= 2 ) then {
msg <Campaign Completed!|nYou can now attempt the next campaign.>
give <Campaign Certificate - Fort Quest>
goto <#Race# Camp>
}
}
define object <Tree>
look <A tall tree that can be cut down with the "cut tree command".>
examine <A tall tree that can be cut down with the "cut tree command".>
action <Regen> if not exists <Tree> and ( %Tree Counter% = 3 ) then {
set numeric <Tree Counter; 0>
show <Tree>
}
end define
define object <Tree2>
alias <Tree>
look <A tall tree that can be cut down with the "cut tree command".>
examine <A tall tree that can be cut down with the "cut tree command".>
action <Regen> if not exists <Tree2> and ( %Tree Counter% = 3 ) then {
set numeric <Tree Counter; 0>
show <Tree2>
}
end define
define object <Tree3>
alias <Tree>
look <A tall tree that can be cut down with the "cut tree command".>
examine <A tall tree that can be cut down with the "cut tree command".>
action <Regen> if not exists <Tree3> and ( %Tree Counter% = 3 ) then {
set numeric <Tree Counter; 0>
show <Tree3>
}
end define
define object <Tree4>
alias <Tree>
look <A tall tree that can be cut down with the "cut tree command".>
examine <A tall tree that can be cut down with the "cut tree command".>
action <Regen> if not exists <Tree4> and ( %Tree Counter% = 3 ) then {
set numeric <Tree Counter; 0>
show <Tree4>
}
end define
end define
define room <Mines of Ganaroth>
prefix <The>
look <There are raw materials here, such as stone, iron, gold and mithril.|nTo mine stone, you are required to
be mining lvl 1 at least.For iron, it is 3, for gold it is 10 and for mithril, it is 15.>
indescription <You are in:>
define object <Stone>
look <Type "mine stone" to mine this rock.>
take msg <This stone is to big to take.You must mine it.>
examine <This stone can be used to build or sold.>
prefix <A Mining>
use <Bronze Pickaxe> {
timeron <Mine>
set string <Mining Material; Stone>
}
end define
define object <Bronze Pickaxe>
take
end define
end define
define timer <Mine>
interval <1>
action {
inc <Mining; 1>
if ( %Mining% = 8 ) then {
msg <You mine some #Mining Material#.>
set numeric <Mining; 0>
timeroff <Mine>
}
}
disabled
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
define selection <Fort>
info <What kind of Fort do you wish to build?>
choice <Wood> if ask <It costs 20 gold and 20 wood peices to build a wooden fort.Are you sure?> then {
if ( %gold% >= 20 ) and ( %wood% >= 20 ) and ( %Army% >= 10 ) then {
if here <Wooden Fort2> and here <Wooden Fort3> and here <Wooden Fort4> then clone
<Wooden Fort; Wooden Fort5; #quest.currentroom#>
if here <Wooden Fort2> and here <Wooden Fort3> then clone <Wooden Fort; Wooden
Fort4; #quest.currentroom#>
if here <Wooden Fort2> then clone <Wooden Fort; Wooden Fort3; #quest.currentroom#>
msg <You build a wooden fort.>
dec <gold; 20>
dec <wood; 20>
if not here <Wooden Fort2> then clone <Wooden Fort; Wooden Fort2;
#quest.currentroom#>
}
else msg <You either didnt have enough gold, wood or men to build this fort.>
if got <Tree Cutting Pass> then msg <>
}
end define
define selection <Travel>
info <Travel to where?>
choice <#Race# Camp> goto <#Race# Camp>
choice <Ganaroth, Capital of Ancardia> goto <Ganaroth>
choice <Railthor - City of Training> goto <Railthor>
choice <The Open Land - Execute Campaigns> goto <The Open>
end define
define selection <Build>
info <What do you want to build?>
choice <A Fort - Adds 100 def to your army defence lvl> choose <Fort>
choice <A Town - Makes you up to 1000 gold a day> choose <Build Town>
end define
define selection <Build Town>
info <What kind of town would you like to build?>
choice <Small Town - Makes 300 gold a day & adds 10 defence> if ( %wood% >= 100 ) and ( %gold% >= 100 )
then {
if ask <Are you sure you want to build a small town for 100 wood peices and 100 gold?> then msg
<Your small town has been built!To collect your money, use the "bank" command.|nNote: You can only do this once a
day.>
inc <Army Def; 10>
dec <gold; 100>
dec <wood; 100>
give <Small Town Deed> else msg <You decide not to build a small town.>
}
end define
define selection <Bank Collect>
info <What kind of town do you wish to collect gold from?>
choice <Small Town> if ( %turn counter% >= 20 ) and got <Small Town Deed> then {
set numeric <turn counter; 0>
inc <gold; 300>
}
else msg <You have either not built a town or have not waited 1 day (20 turns).>
end define