' "miningdemo"
' Created with QDK 3.53 - UNREGISTERED VERSION
define game <miningdemo>
asl-version <350>
gametype singleplayer
start <start room>
game author <elexxorine>
game version <1, demo>
game info <Created with QDK 3.53 - UNREGISTERED EVALUATION VERSION.>
default fontname <MS Sans Serif>
default fontsize <14>
background <black>
foreground <green>
beforeturn do <encumber>
command <stats> msg <~STATS:|nhp: %hp%/%mhp%|nenergy: %energy% |npicval: %picval%.|n|n~SKILLS:|nmining: %mininglvl%, (% miningexp%)|n|n~CURRENT PIC: %eqpic%|n|nany?:% have_anypic%.|n|n~ITEMS:|nPICS:|ncrap: % have_crappic%.|nbronze: %have_bronzepic%.|niron: % have_ironpic%.|nsteel: %have_steelpic%.|nmithrel: % have_mitherlpic%.|nunknown: %have_unknownpic%.|n|nORES: |ncopper: %have_copperore%.|ntin: %have_tinore%.|nclay: % have_rawclay%.|niron: %have_ironore%|nsilver: % have_silverore%.|ncoal: %have_coal%.|ngold: % have_goldore%.|nmithrel: %have_mithrelore%.|nunknown: % have_unknownore%.>
command <rest> set <status1; 1>
command <wake> set <status1; 0>
command <stand> set <status1; 0>
command <#command1#, #command2#> {
exec <#command1#>
exec <#command2#>
}
command <mine coal> {
if here <coal rock> then {
if ( have_anypic > 0 ) then {
msg <you swing your pic at the rock...>
if ( mininglvl + miningbonus + picval + $rand (-3;3)$ - 9 > 24 ) then {
msg <you get some coal.>
set <have_coal; %have_coal% + 1>
set <miningexp; %miningexp% + 24>
}
else {
msg <you fail to get some coal.>
set <miningexp; %miningexp% + 24>
}
}
else msg <you don't have a pic.>
}
else msg <you can't mine that here.>
}
command <eq #@object#> {
if ( #object# = crappic ) and ( have_crappic > 0 ) then set <picval; 1> else msg <you don't have that.>
if ( #object# = bronzepic ) and ( have_bronzepic > 0 ) then set <picval; 2> else msg <you don't have that.>
if ( #object# = ironpic ) and ( have_ironpic > 0 ) then set <picval; 3> else msg <you don't have that.>
if ( #object# = steelpic ) and ( have_steelpic > 0 ) then set <picval; 4> else msg <you don't have that.>
if ( #object# = mithrelpic ) and ( have_mithrelpic > 0 ) then set <picval; 5> else msg <you don't have that.>
if ( #object# = unknownpic ) and ( have_unknownpic > 0 ) then set <picval; 6> else msg <you don't have that.>
}
define variable <mininglvl>
type numeric
value <1>
display <mining: ! (%miningexp% exp)>
end define
define variable <miningexp>
type numeric
value <0>
display <mining: %mininglvl% (%miningexp%)>
onchange {
if ( mingexp > ((mininglvl * mininglvl ) * 35) - 35 ) then {
set <miningexp; miningexp - (((mininglvl * mininglvl) * 35) - 35)>
set <mininglvl; mininglvl + 1>
msg <|crDING!!!|n|nYOU HAVE GAINED A LEVEL IN MINING!!!|nYOU ARE NOW LEVEL %mininglvl%.|cb>
}
}
end define
define variable <gold>
type numeric
value <150>
display <gold:!gp>
end define
define variable <have_crappic>
type numeric
value <0>
end define
define variable <have_brozepic>
type numeric
value <0>
end define
define variable <have_ironpic>
type numeric
value <0>
end define
define variable <have_steelpic>
type numeric
value <0>
end define
define variable <have_mithrelpic>
type numeric
value <0>
end define
define variable <have_unknownpic>
type numeric
value <0>
end define
define variable <have_copperore>
type numeric
value <0>
end define
define variable <have_tinore>
type numeric
value <0>
end define
define variable <have_clayore>
type numeric
value <0>
end define
define variable <have_silverore>
type numeric
value <0>
end define
define variable <have_coal>
type numeric
value <0>
end define
define variable <have_goldore>
type numeric
value <0>
end define
define variable <have_mithrelore>
type numeric
value <0>
end define
define variable <have_unknownore>
type numeric
value <0>
end define
define variable <miningbonus>
type numeric
value <0>
end define
define variable <eqpic>
type numeric
value <0>
end define
define variable <picval>
type numeric
value <0>
end define
define variable <have_goldpieces>
type numeric
value <0>
end define
define variable <have_anypic>
type numeric
value <0>
end define
end define
define synonyms
sleep = rest
version = updates
end define
define room <startingthingy>
end define
define room <start room>
look <|n|n|jcWELCOME TO ELEXXORINE'S MINING DEMO.|n|jcyou can mine coal, smith it, sell it, and buy stuff, as well as level in skills.|n|jl|nnorth: |cr|cb.|nsouth: |cr|cb.|neast: |crmining room|cb.|nwest: |crshop room|cb.>
east <mining room>
west <shop room>
north
south
west
end define
define room <mining room>
look <this is the mining room, you can mine coal here, but you'll need a picaxe.>
west <start room>
script move <crap pic; mining room>
define object <coal rock>
alt <coal>
look <it is a pile f dark coloured rock, you think it's coal.>
displaytype <minable>
properties <coal>
end define
define object <crap pic>
look <it is seriously crap, you should get a better one.>
take {
set <have_crappic; %have_crappic% + 1>
move <crap pic; storage>
msg <you pick up the crap pic.>
}
use on <coal rock> {
if here <coal rock> then {
if ( have_anypic > 0 ) then {
msg <you swing your pic at the rock...>
if ( mininglvl + miningbonus + picval + $rand (-3;3)$ - 9 > 24 ) then {
msg <you get some coal.>
set <have_coal; %have_coal% + 1>
set <miningexp; %miningexp% + 24>
}
else {
msg <you fail to get some coal.>
set <miningexp; %miningexp% + 24>
}
}
else msg <you don't have a pic.>
}
else msg <you can't mine that here.>
}
end define
end define
define room <shop room>
look <this is the shop room. you can buy supplies here.>
east <start room>
define object <shop keeper>
alt <shoppie; shopkeeper; shopkeep>
look <he smiles at you.>
displaytype <shopkeeper>
article <him>
gender <he>
end define
end define
define room <quest room>
look <you can get quests here....>
define object <guy>
look <???>
speak <if you have any coal, i'll be glad to get it off your hands. how 10gp a piece sound?>
end define
end define
define room <storage>
define object <coal>
look <it is very dull.>
take
end define
end define
define timer <onesectimer>
interval <1>
action {
set <have_anypic; %have_crappic% + %have_bronzepic% + % have_ironpic% + %have_steelpic% + %have_mithrelpic% + %have_unknownpic%>
if ( have_crappic < 0 ) then set <have_crappic; 0>
if ( have_ironpic < 0 ) then set <have_ironpic; 0>
if ( have_steelpic < 0 ) then set <have_steelpic; 0>
if ( have_bronzepic < 0 ) then set <have_bronzepic; 0>
if ( have_mithrelpic < 0 ) then set <have_mithrelpic; 0>
if ( have_unknownpic < 0 ) then set <have_unknownpic; 0>
if ( have_ < 0 ) then set <have_crappic; 0>
if ( have_copperore < 0 ) then set <have_copperore; 0>
if ( have_tinore < 0 ) then set <have_tinore; 0>
if ( have_clayore < 0 ) then set <have_clayore; 0>
if ( have_silverore < 0 ) then set <have_silverore; 0>
if ( have_coal < 0 ) then set <have_coal; 0>
if ( have_goldore < 0 ) then set <have_goldore; 0>
if ( have_mithrelore < 0 ) then set <have_mithrelore; 0>
if ( have_unknownore < 0 ) then set <have_unknownore; 0>
}
enabled
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
but what about the variables
if ( #object# = crappic ) and ( have_crappic > 0 ) then if ( #object# = crappic ) and ( %have_crappic% > 0 ) then