Sekiro
Click here to play
https://textadventures.co.uk/games/view/jbqnlozfm0ozs9r5x0gg1g/sekiro-2
credits: mrangel
average attack timer interval
https://textadventures.co.uk/forum/quest/topic/dpwwos2no0i6wg_cji0yig/how-to-use-timer-to-detect-the-last-enemys-attribute-in-the-room
Inspiration: Jennifer Wren
time pressure gameplay
https://textadventures.co.uk/forum/games/topic/z6vszrfdaucgodqvn2osig/sailrock-home
darklizerd
for explaining in the long ago past, "draft first then fix later", he was talking about story writing though, I am now using the same advice for mapping and enemies design
daeun's score
This data is useful for gameplay balancing
Completion
all quests done
all weapons got including Fenrir jaw
all death chance adventures skipped
Equips
accursed tsurugi
clockwork princess armour
(double fist), petal strike, somersault kick, powerful stab
completed score:
Atk: 20
Parry atk: 3
Hp: 380
Maxhp: 190
Crit chance: 5
Shurikens: 15
Shatter weight: 3
Rotation speed: 30
Knockback distance: 40
Slash: 0
Stance: 20
Technique: 3
Feign: 20
Player ignite: 0
Player vortex: 10
Player glacier: 25
Player draconic: 35
Player reaction: 50
Weapon accuracy: 70
Weapon rng accuracy: 63
Weapon deflect: 20
Weapon rng deflect: 18
Weapon ignite: 80
Weapon vortex: 10
Weapon stun: 0
Weapon glacier: 50
Armour rng atk: 7
Armour rng parry atk: 2
Armour rng maxhp: 190
Dragon blood 27%
Ghoul blood 37%
Human blood 35%
Sample code (Customize according to what you need)
To paste the code
<!--Saved by Quest 5.8.6836.13983-->
<asl version="580">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="K03e v3.0 Sekiro">
<gameid>76e88b74-a74d-4efa-9cd5-5033a4a90278</gameid>
<version>1.0</version>
<firstpublished>2024</firstpublished>
<fast type="int">1</fast>
<slow type="int">3</slow>
<gridmap />
<showdescriptiononenter type="boolean">false</showdescriptiononenter>
<feature_advancedwearables />
<feature_limitinventory />
<difficulty type="int">4</difficulty>
<autoskill type="string"></autoskill>
<roomenter type="script"><![CDATA[
if (RandomChance(20)) {
ClearScreen
}
enemynumber = 0
foreach (enemy, GetDirectChildren (game.pov.parent)) {
if (HasAttribute(enemy, "enemy")) {
if (enemy.visible=true) {
enemynumber = enemynumber+1
}
}
}
if (enemynumber>0) {
if (enemynumber=1) {
msg ("There is 1 enemy")
}
else {
msg ("There are "+enemynumber+" enemies")
}
}
EnableTimer (random battle countdown)
aggro
]]></roomenter>
<start type="script"><![CDATA[
foreach (allenemies, AllObjects()) {
if (HasAttribute(allenemies, "enemy")) {
allenemies.aggro = false
// game difficulty = 1
if (game.difficulty<2) {
allenemies.parryrequired = 1
}
}
}
]]></start>
</game>
<object name="room">
<inherit name="editor_room" />
<isroom />
<enemycount type="int">0</enemycount>
<enter type="script">
if (1=0) {
weapon finder
test 10 enemy loot
}
firsttime {
msg ("northwest adventure have 0% success rate")
}
</enter>
<onexit type="script">
</onexit>
<firstenter type="script">
skill.skill 1 = PickOneString ("aimed slash")
skill.skill 2 = PickOneString ("spinning kick")
skill.skill 3 = PickOneString ("triple spear")
skill.skill 4 = PickOneString ("thunderous step")
skill.alias = "samurai skill"
CloneObjectAndMove (skill, game.pov)
</firstenter>
<exit alias="south" to="room1">
<inherit name="southdirection" />
</exit>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<atk type="int">1</atk>
<hp type="int">12</hp>
<maxhp type="int">12</maxhp>
<parryatk type="int">3</parryatk>
<accuracy type="int">0</accuracy>
<deflect type="int">0</deflect>
<attr name="crit chance" type="int">0</attr>
<ignite type="int">0</ignite>
<vortex type="int">0</vortex>
<stun type="int">0</stun>
<glacier type="int">0</glacier>
<shuriken type="int">0</shuriken>
<shatter type="int">0</shatter>
<rotation type="int">0</rotation>
<accuracy2 type="int">0</accuracy2>
<ignite2 type="int">0</ignite2>
<vortex2 type="int">0</vortex2>
<glacier2 type="int">0</glacier2>
<maxhp2 type="int">0</maxhp2>
<atk2 type="int">0</atk2>
<parryatk2 type="int">0</parryatk2>
<knockback type="int">0</knockback>
<slash type="int">0</slash>
<draconic2 type="int">0</draconic2>
<reaction2 type="int">0</reaction2>
<deflect2 type="int">0</deflect2>
<luck type="int">0</luck>
<maxobjects type="int">10</maxobjects>
<stance type="int">0</stance>
<technique type="int">0</technique>
<feign type="int">0</feign>
<bonusatk type="int">0</bonusatk>
<bonusknockback type="int">0</bonusknockback>
<object name="blade of doom">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A sinister black blade, emanating dark energy.</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">80</accuracy>
<deflect type="int">0</deflect>
<ignite type="int">20</ignite>
<vortex type="int">0</vortex>
<stun type="int">0</stun>
<glacier type="int">20</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
<object name="stat">
<inherit name="editor_object" />
<inventoryverbs type="stringlist">
<value>Drop</value>
</inventoryverbs>
<take />
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<look type="string"></look>
<statinfo type="script"><![CDATA[
msg ("atk - you deal more normal damage but receive more burning damage<br/>parryatk - you deal more parry damage but receive more bleeding damage<br/>hp - health points<br/>crit chance - chance to deal triple damage<br/><br/>shurikens - chance to deal ranged damage<br/>shatter weight - chance to break enemies' weapons<br/>rotation speed - chance to rotate body faster and block more physical hits and occassionally dodge enemy's spell attacks<br/>knockback distance - chance to push the enemies backwards so far that they cannot hit you and occassionally cannot parry attk you<br/><br/>comboes:<br/>knockback + shuriken -upon knockback, gains another chance to throw shurikens from faraway<br/>rotation + slash - upon rotation block, directly slash the enemies in a frenzy<br/>deflect + shatter - upon deflection, gains another chance to shatter the enemies<br/><br/>skill + combo:<br/>stance - increased chance to do skill attacks<br/>technique - increased skill damage<br/>feign - increased chance to do critical skill damage<br/><br/>advanced:<br/>draconic - expands your spell attack elementals to deal more damage<br/>reaction - the ability to recast a spell to unlimited number of times<br/>")
]]></statinfo>
<playerstat type="script"><![CDATA[
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
msg ("")
msg ("Player ignite: "+player.ignite2)
msg ("Player vortex: "+player.vortex2)
msg ("Player glacier: "+player.glacier2)
msg ("Player draconic: "+player.draconic2)
msg ("Player reaction: "+player.reaction2)
msg ("")
msg ("Weapon accuracy: "+player.accuracy)
msg ("Weapon rng accuracy: "+player.accuracy2)
msg ("Weapon deflect: "+player.deflect)
msg ("Weapon rng deflect: "+player.deflect2)
msg ("Weapon ignite: "+player.ignite)
msg ("Weapon vortex: "+player.vortex)
msg ("Weapon stun: "+player.stun)
msg ("Weapon glacier: "+player.glacier)
msg ("")
msg ("Armour rng atk: "+player.atk2)
msg ("Armour rng parry atk: "+player.parryatk2)
msg ("Armour rng maxhp: "+player.maxhp2)
msg ("")
totalblood = blood.dragon+blood.ghoul+blood.human
if (totalblood <> 0) {
dragonpercentage = (blood.dragon*100/totalblood)
ghoulpercentage = (blood.ghoul*100/totalblood)
humanpercentage = (blood.human*100/totalblood)
msg ("Dragon blood "+dragonpercentage+"%")
msg ("Ghoul blood "+ghoulpercentage+"%")
msg ("Human blood "+humanpercentage+"%")
msg ("")
}
]]></playerstat>
<elementalinfo type="script"><![CDATA[
msg ("Weapon elements:<br/>Ignite - Chance to deal fire damage<br/>Vortex - Chance to deal wind damage<br/>Stun - Slows down the enemy's attack<br/>Glacier - Ice elemental that transforms fire damage into air damage, and transforms wind damage into earth damage<br/><br/>Weapon stature:<br/>Accuracy - Chance to hit enemies with non-spell and non-elemental attacks<br/>Deflect - Chance to block enemy's hits<br/>")
]]></elementalinfo>
<parryinfo type="script"><![CDATA[
msg ("<br/>How to parry:<br/>Player have 4 skills,<br/>Enemies have 4 skills,<br/>Look at your enemy played skill,<br/>one of the player skill can counter it,<br/>but you have to swap your skill fast enough to play it<br/><br/>Normal enemies can be dealt with parryatk when parried once<br/>Powerful enemies needs to be parried multiple times before parryatk damage is dealt<br/>Dangerous enemies can do additional advanced attacks that cannot be parried<br/>All enemies can parry atk you")
]]></parryinfo>
</object>
<object name="idle_actions">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Drop</value>
</inventoryverbs>
<take />
<alias>idle actions</alias>
<meditate type="script"><![CDATA[
msg ("Player feel at peace<br/>")
idleaction
]]></meditate>
<drinksake type="script"><![CDATA[
msg ("Player is getting tipsy<br/>")
idleaction
]]></drinksake>
<sleep type="script"><![CDATA[
msg ("Player feel refreshed<br/>")
idleaction
]]></sleep>
</object>
<object name="consumables">
<inherit name="editor_object" />
<take />
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
</inventoryverbs>
<leafnumber type="int">0</leafnumber>
<cloverleaf type="script"><![CDATA[
if (consumables.leafnumber > 0) {
if (player.hp<(player.maxhp+player.maxhp2)/2) {
player.hp = (player.maxhp+player.maxhp2)/2
msg ("Healed to half max hp!")
}
else {
msg ("You have more than half life remaining")
}
}
else {
msg ("Not enough")
}
]]></cloverleaf>
<look type="script">
msg ("Clover leaf: "+consumables.leafnumber+" (Heal life to half of (max hp+armour rng max hp))")
</look>
</object>
</object>
<exit alias="northwest" to="room160">
<inherit name="northwestdirection" />
</exit>
<object name="chapter">
<inherit name="editor_object" />
<visible />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>chapter (x)</alias>
<look type="script"><![CDATA[
msg ("There is no story<br/>The beginning setting is japanese feudal castle age<br/>Some people are fighting for the throne,<br/>some are just trying to survive,<br/>and some are lost,<br/>just like you<br/><br/>People eat pills to stay away from the sickness, <br/>especially dragon pills<br/><br/>You remembered your master had lost the power struggle,<br/>and got beheaded,<br/><br/>The strange weather brings the rot<br/>People refusing to consume the pills, inevitably becomes a ghoul<br/>Your body needs power to fight against the rot<br/><br/>Keep going,<br/>or die<br/>")
RemoveObject (this)
]]></look>
</object>
<exit alias="down" to="room299">
<inherit name="downdirection" />
</exit>
<object name="menu">
<inherit name="editor_object" />
<take />
<inventoryverbs type="stringlist">
<value>Drop</value>
</inventoryverbs>
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<showroomname type="script">
game.showdescriptiononenter = true
msg ("move to another room and see the difference")
</showroomname>
<hideroomname type="script">
game.showdescriptiononenter = false
msg ("move to another room and see the difference")
</hideroomname>
<bigfont type="script">
game.defaultfontsize = 18
</bigfont>
<normalfont type="script">
game.defaultfontsize = 12
</normalfont>
<resetmap type="script">
player.grid_coordinates = null
JS.Grid_ClearAllLayers ()
Grid_Redraw
Grid_DrawPlayerInRoom (game.pov.parent)
if (1=0) {
player.parent = room
}
</resetmap>
<openview type="script"><![CDATA[
firsttime {
VisitRoom (room)
}
otherwise {
msg ("Due to coding difficulty, you can only use this once.<br/>You can't open view anymore")
}
// MakeObjectVisible (room)
// roomname = room
// roomnumber = 0
// roomnumber = roomnumber+1
// fullnameandnumber = roomname+roomnumber
]]></openview>
</object>
<object name="lower difficulty">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
<value>Look at</value>
</displayverbs>
<feature_usegive />
<use type="script">
if (game.difficulty=4) {
game.difficulty = 3
msg ("Game difficulty have been permanently dropped by 1")
msg ("Current game difficulty: "+game.difficulty)
}
else if (game.difficulty=3) {
game.difficulty = 2
msg ("Game difficulty have been permanently dropped by 1")
msg ("Current game difficulty: "+game.difficulty)
}
else if (game.difficulty=2) {
game.difficulty = 1
msg ("Game difficulty have been permanently dropped by 1")
msg ("Current game difficulty: "+game.difficulty)
}
else if (game.difficulty=1) {
msg ("Not possible, you are at the lowest game difficulty already")
msg ("Current game difficulty: "+game.difficulty)
}
</use>
<look type="script">
msg ("Game difficulty: "+game.difficulty)
</look>
</object>
</object>
<verb>
<property>swap</property>
<pattern>swap</pattern>
<defaultexpression>"You can't swap " + object.article + "."</defaultexpression>
</verb>
<object name="room1">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="north" to="room">
<inherit name="northdirection" />
</exit>
<exit alias="northeast" to="room2">
<inherit name="northeastdirection" />
</exit>
<exit alias="south" to="room89">
<inherit name="southdirection" />
</exit>
</object>
<object name="roomhidden">
<inherit name="editor_room" />
<object name="dragon_pill">
<inherit name="editor_object" />
<visible />
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Use</value>
<value>Drop</value>
</inventoryverbs>
<take />
<attr name="feature_usegive" type="boolean">false</attr>
<use type="boolean">false</use>
<gain1critical type="string"></gain1critical>
<candrop type="string"></candrop>
<alias>dragon pill</alias>
<gain5knockback type="script">
player.knockback = player.knockback+5
msg ("Knockback +5")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.dragon = blood.dragon+1
RemoveObject (this)
</gain5knockback>
<gain1shatter type="script">
player.shatter = player.shatter+1
msg ("Shatter +1")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.dragon = blood.dragon+1
RemoveObject (this)
</gain1shatter>
<gain5slash type="script">
player.slash = player.slash+5
msg ("Slash +5")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.dragon = blood.dragon+1
RemoveObject (this)
</gain5slash>
<atk type="script">
player.atk = player.atk+1
msg ("Attack +1")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
RemoveObject (this)
</atk>
<gain2maxhp type="script">
player.maxhp = player.maxhp+2
msg ("Max hp +2")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.dragon = blood.dragon+1
RemoveObject (this)
</gain2maxhp>
<gain10stance type="script">
player.stance = player.stance+10
msg ("Stance +10")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.dragon = blood.dragon+1
RemoveObject (this)
</gain10stance>
</object>
<object name="level_up">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Drop</value>
</inventoryverbs>
<take />
<alias>level up</alias>
<gain5reaction type="script">
player.reaction2 = player.reaction2+5
msg ("Reaction +5")
msg ("")
msg ("Player accuracy: "+player.accuracy2)
msg ("Player ignite: "+player.ignite2)
msg ("Player vortex: "+player.vortex2)
msg ("Player glacier: "+player.glacier2)
msg ("Player draconic: "+player.draconic2)
msg ("Player reaction: "+player.reaction2)
RemoveObject (this)
</gain5reaction>
<gain5ignite type="script">
player.ignite2 = player.ignite2+5
msg ("Ignite +5")
msg ("")
msg ("Player accuracy: "+player.accuracy2)
msg ("Player ignite: "+player.ignite2)
msg ("Player vortex: "+player.vortex2)
msg ("Player glacier: "+player.glacier2)
msg ("Player draconic: "+player.draconic2)
msg ("Player reaction: "+player.reaction2)
RemoveObject (this)
</gain5ignite>
<gain5vortex type="script">
player.vortex2 = player.vortex2+5
msg ("Vortex +5")
msg ("")
msg ("Player accuracy: "+player.accuracy2)
msg ("Player ignite: "+player.ignite2)
msg ("Player vortex: "+player.vortex2)
msg ("Player glacier: "+player.glacier2)
msg ("Player draconic: "+player.draconic2)
msg ("Player reaction: "+player.reaction2)
RemoveObject (this)
</gain5vortex>
<gain5glacier type="script">
player.glacier2 = player.glacier2+5
msg ("Glacier +5")
msg ("")
msg ("Player accuracy: "+player.accuracy2)
msg ("Player ignite: "+player.ignite2)
msg ("Player vortex: "+player.vortex2)
msg ("Player glacier: "+player.glacier2)
msg ("Player draconic: "+player.draconic2)
msg ("Player reaction: "+player.reaction2)
RemoveObject (this)
</gain5glacier>
<gain5draconic type="script">
player.draconic2 = player.draconic2+5
msg ("Draconic +5")
msg ("")
msg ("Player accuracy: "+player.accuracy2)
msg ("Player ignite: "+player.ignite2)
msg ("Player vortex: "+player.vortex2)
msg ("Player glacier: "+player.glacier2)
msg ("Player draconic: "+player.draconic2)
msg ("Player reaction: "+player.reaction2)
RemoveObject (this)
</gain5draconic>
</object>
<object name="ghoul_pill">
<inherit name="editor_object" />
<visible />
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Use</value>
<value>Drop</value>
</inventoryverbs>
<take />
<attr name="feature_usegive" type="boolean">false</attr>
<use type="boolean">false</use>
<gain1critical type="string"></gain1critical>
<candrop type="string"></candrop>
<alias>ghoul pill</alias>
<gain5rotation type="script">
player.rotation = player.rotation+5
msg ("Rotation +5")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.ghoul = blood.ghoul+1
RemoveObject (this)
</gain5rotation>
<gain1attack type="script">
player.atk = player.atk+1
msg ("Attack +1")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.ghoul = blood.ghoul+1
RemoveObject (this)
</gain1attack>
<atk type="script">
player.atk = player.atk+1
msg ("Attack +1")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
RemoveObject (this)
</atk>
<gain2maxhp type="script">
player.maxhp = player.maxhp+2
msg ("Max hp +2")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.ghoul = blood.ghoul+1
RemoveObject (this)
</gain2maxhp>
<gain5critchance type="script">
player.crit chance = player.crit chance+5
msg ("Crit chance +5")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.ghoul = blood.ghoul+1
RemoveObject (this)
</gain5critchance>
<gain10feign type="script">
player.feign = player.feign+10
msg ("Feign +10")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.ghoul = blood.ghoul+1
RemoveObject (this)
</gain10feign>
</object>
<object name="human_pill">
<inherit name="editor_object" />
<visible />
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Use</value>
<value>Drop</value>
</inventoryverbs>
<take />
<attr name="feature_usegive" type="boolean">false</attr>
<use type="boolean">false</use>
<gain1critical type="string"></gain1critical>
<candrop type="string"></candrop>
<alias>human pill</alias>
<gain5shuriken type="script">
// shurikens only reached 100% as cap, but not telling to create more strategic plot holes
player.shuriken = player.shuriken+5
msg ("Shurikens +5")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.human = blood.human+1
RemoveObject (this)
</gain5shuriken>
<gain1attack type="script">
player.atk = player.atk+1
msg ("Attack +1")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.human = blood.human+1
RemoveObject (this)
</gain1attack>
<atk type="script">
player.atk = player.atk+1
msg ("Attack +1")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
RemoveObject (this)
</atk>
<gain3parryatk type="script">
player.parryatk = player.parryatk+3
msg ("Parry attack +3")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.human = blood.human+1
RemoveObject (this)
</gain3parryatk>
<gain2maxhp type="script">
player.maxhp = player.maxhp+2
msg ("Max hp +2")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.human = blood.human+1
RemoveObject (this)
</gain2maxhp>
<gain3technique type="script">
player.technique = player.technique+3
msg ("Technique +3")
msg ("")
msg ("Atk: "+player.atk)
msg ("Parry atk: "+player.parryatk)
msg ("Hp: "+player.hp)
msg ("Maxhp: "+player.maxhp)
msg ("Crit chance: "+player.crit chance)
msg ("Shurikens: "+player.shuriken)
msg ("Shatter weight: "+player.shatter)
msg ("Rotation speed: "+player.rotation)
msg ("Knockback distance: "+player.knockback)
msg ("Slash: "+player.slash)
msg ("Stance: "+player.stance)
msg ("Technique: "+player.technique)
msg ("Feign: "+player.feign)
blood.human = blood.human+1
RemoveObject (this)
</gain3technique>
</object>
<object name="armour">
<inherit name="editor_object" />
<inherit name="wearable" />
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>2</value>
</wear_slots>
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<attr name="wear_adjverbs" type="boolean">false</attr>
<usestandardverblist />
<atk2 type="int">0</atk2>
<parryatk2 type="int">0</parryatk2>
<maxhp2 type="int">0</maxhp2>
<onafterwear type="script">
msg ("armour rng atk: "+this.atk2)
msg ("armour rng parry atk: "+this.parryatk2)
msg ("armour rng maxhp: "+this.maxhp2)
player.atk2 = this.atk2
player.parryatk2 = this.parryatk2
player.maxhp2 = this.maxhp2
</onafterwear>
<onafterremove type="script">
player.atk2 = 0
player.parryatk2 = 0
player.maxhp2 = 0
</onafterremove>
</object>
<object name="rusty_gear">
<inherit name="editor_object" />
<take />
<look><![CDATA[Updates the rng stats of the armour you are currently wearing<br/>The maximum of the stats are dependent on your player's atk, parry atk and maxhp<br/>The base of the stats are 0, 0 and 0]]></look>
<feature_usegive />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Take</value>
<value>Use</value>
</displayverbs>
<alias>rusty gear</alias>
<use type="script">
upgraded = false
foreach (upgradearmour, ScopeInventory()) {
if (HasAttribute(upgradearmour, "worn")) {
if (upgradearmour.worn = true) {
if (upgradearmour.prototype=armour) {
upgradearmour.atk2 = GetRandomInt(0,player.atk)
upgradearmour.parryatk2 = GetRandomInt(0,player.parryatk)
upgradearmour.maxhp2 = GetRandomInt(0,player.maxhp)
upgraded = true
// auto wear and update stats
msg ("armour rng atk: "+upgradearmour.atk2)
msg ("armour rng parry atk: "+upgradearmour.parryatk2)
msg ("armour rng maxhp: "+upgradearmour.maxhp2)
player.atk2 = upgradearmour.atk2
player.parryatk2 = upgradearmour.parryatk2
player.maxhp2 = upgradearmour.maxhp2
}
}
}
}
if (upgraded=true) {
RemoveObject (this)
}
else {
msg ("Equip an armour before using this")
}
</use>
</object>
<object name="chaos_wheel">
<inherit name="editor_object" />
<take />
<look><![CDATA[Updates the rng stats of the weapon you are currently wearing<br/>The maximum of the stats are dependent on the weapon's main accuracy and deflect<br/>The base of the stats are 0, 0 and 0]]></look>
<feature_usegive />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Take</value>
<value>Use</value>
</displayverbs>
<alias>chaos wheel</alias>
<use type="script">
upgraded = false
foreach (upgradeweapon, ScopeInventory()) {
if (HasAttribute(upgradeweapon, "worn")) {
if (upgradeweapon.worn = true) {
if (HasAttribute(upgradeweapon, "weapon")) {
upgradeweapon.accuracy2 = GetRandomInt(0,upgradeweapon.accuracy)
upgradeweapon.deflect2 = GetRandomInt(0,upgradeweapon.deflect)
upgraded = true
// shortcut two lines, auto equip
player.accuracy2 = upgradeweapon.accuracy2
player.deflect2 = upgradeweapon.deflect2
msg ("Weapon accuracy: "+player.accuracy)
msg ("Weapon rng accuracy: "+player.accuracy2)
msg ("Weapon deflect: "+player.deflect)
msg ("Weapon rng deflect: "+player.deflect2)
msg ("Weapon ignite: "+player.ignite)
msg ("Weapon vortex: "+player.vortex)
msg ("Weapon stun: "+player.stun)
msg ("Weapon glacier: "+player.glacier)
}
}
}
}
if (upgraded=true) {
RemoveObject (this)
}
else {
msg ("Equip a weapon before using this")
}
</use>
</object>
<object name="blood">
<inherit name="editor_object" />
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
</inventoryverbs>
<take />
<dragon type="int">0</dragon>
<ghoul type="int">0</ghoul>
<human type="int">0</human>
<look type="script">
totalblood = blood.dragon+blood.ghoul+blood.human
dragonpercentage = (blood.dragon*100/totalblood)
ghoulpercentage = (blood.ghoul*100/totalblood)
humanpercentage = (blood.human*100/totalblood)
msg ("Dragon blood "+dragonpercentage+"%")
msg ("Ghoul blood "+ghoulpercentage+"%")
msg ("Human blood "+humanpercentage+"%")
msg ("")
</look>
</object>
<object name="skill">
<inherit name="editor_object" />
<alias>front slash</alias>
<slot type="int">1</slot>
<attr name="skill 1">front slash</attr>
<attr name="skill 2">spinning kick</attr>
<attr name="skill 3">triple spear</attr>
<attr name="skill 4">thunderous step</attr>
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Drop</value>
</inventoryverbs>
<take />
<swap type="script"><![CDATA[
this.slot = this.slot+1
if (this.slot>4) {
this.slot = 1
}
anchorskill.slot = this.slot
if (this.slot=1) {
this.alias = ""+this.skill 1
anchorskill.alias = ""+this.skill 1
anchorskill.castskill = ""+this.skill 1
}
if (this.slot=2) {
this.alias = ""+this.skill 2
anchorskill.alias = ""+this.skill 2
}
if (this.slot=3) {
this.alias = ""+this.skill 3
anchorskill.alias = ""+this.skill 3
}
if (this.slot=4) {
this.alias = ""+this.skill 4
anchorskill.alias = ""+this.skill 4
}
]]></swap>
</object>
<object name="anchorskill">
<inherit name="editor_object" />
<castskill>aimed slash</castskill>
</object>
</object>
<object name="room2">
<inherit name="editor_room" />
<exit alias="southwest" to="room1">
<inherit name="southwestdirection" />
</exit>
<exit alias="north" to="room3">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room134">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room3">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("There is a thick fog")
}
</enter>
<onexit type="script">
MakeObjectVisible (misty geisha)
</onexit>
<exit alias="south" to="room2">
<inherit name="southdirection" />
</exit>
<object name="misty geisha">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
<exit alias="northwest" to="room4">
<inherit name="northwestdirection" />
</exit>
</object>
<object name="room4">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southeast" to="room3">
<inherit name="southeastdirection" />
</exit>
<exit alias="north" to="room5">
<inherit name="northdirection" />
</exit>
</object>
<object name="room5">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="south" to="room4">
<inherit name="southdirection" />
</exit>
<object name="grey tiger statue">
<inherit name="editor_object" />
<alias1>grey tiger statue</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">9</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<displayverbs type="stringlist" />
<alias>grey tiger statue (1)</alias>
<fast type="int">4</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
<object name="pearl tiger statue">
<inherit name="editor_object" />
<alias1>pearl tiger statue</alias1>
<alias2 type="string"></alias2>
<atk type="int">3</atk>
<hp type="int">6</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<displayverbs type="stringlist" />
<alias>pearl tiger statue (1)</alias>
<fast type="int">4</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
<exit alias="north" to="room6">
<inherit name="northdirection" />
</exit>
</object>
<object name="room6">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="south" to="room5">
<inherit name="southdirection" />
</exit>
<exit alias="northwest" to="room7">
<inherit name="northwestdirection" />
</exit>
<exit alias="north" to="room8">
<inherit name="northdirection" />
</exit>
<exit alias="northeast" to="room9">
<inherit name="northeastdirection" />
</exit>
</object>
<object name="room7">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (Got(door_key)) {
msg ("<br/>You use door key to open this door<br/>")
UnlockExit (room7 to room 66)
MoveObject (door_key, game.pov.parent)
}
else {
msg ("<br/>A door without a key<br/>")
}
]]></enter>
<exit alias="southeast" to="room6">
<inherit name="southeastdirection" />
</exit>
<exit name="room7 to room 66" alias="down" to="room66">
<inherit name="downdirection" />
<locked />
</exit>
<object name="peach tree">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Take</value>
</displayverbs>
<usestandardverblist type="boolean">false</usestandardverblist>
<useindividualverblist />
</object>
</object>
<object name="room8">
<inherit name="editor_room" />
<exit alias="south" to="room6">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room10">
<inherit name="northdirection" />
</exit>
</object>
<object name="room9">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southwest" to="room6">
<inherit name="southwestdirection" />
</exit>
<object name="chained wolf">
<inherit name="editor_object" />
<alias1>chained wolf</alias1>
<alias2 type="string"></alias2>
<atk type="int">3</atk>
<hp type="int">10</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>chained wolf</alias>
<fast type="int">3</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">15</attr>
</object>
<exit name="room9 to room72" alias="down" to="room72">
<inherit name="downdirection" />
<locked />
</exit>
</object>
<object name="room10">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="south" to="room8">
<inherit name="southdirection" />
</exit>
<object name="temple relic">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>temple relic (1)</alias>
<look><![CDATA[There is an inscription:<br/>"Turn back now, for it is not too late"<br/><br/>You have to meditate to read the rest]]></look>
</object>
<object name="shaman monk">
<inherit name="editor_object" />
<alias1>shaman monk</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">24</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">4</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>shaman monk</alias>
<fast type="int">4</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">20</attr>
</object>
<exit name="room10 to room11" alias="north" to="room11">
<inherit name="northdirection" />
<locked />
</exit>
<object name="relic sword">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A golden sword that resonates with sound vibrations</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">40</accuracy>
<deflect type="int">30</deflect>
<ignite type="int">35</ignite>
<vortex type="int">0</vortex>
<stun type="int">1</stun>
<glacier type="int">20</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<visible type="boolean">false</visible>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room11">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
firsttime {
UnlockExit (room10 to room11)
msg ("<br/>You unlocked the front exit<br/>")
}
]]></enter>
<exit alias="south" to="room10">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room12">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room48">
<inherit name="westdirection" />
</exit>
</object>
<object name="room12">
<inherit name="editor_room" />
<exit alias="south" to="room11">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room13">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room49">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room51">
<inherit name="northdirection" />
</exit>
<object name="courtyard1">
<inherit name="editor_object" />
<alias>courtyard</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room13">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="west" to="room12">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room14">
<inherit name="eastdirection" />
</exit>
<object name="rain ninja">
<inherit name="editor_object" />
<alias1>rain ninja</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">12</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>rain ninja</alias>
<fast type="int">1</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">5</attr>
</object>
<object name="rain ninja1">
<inherit name="editor_object" />
<alias1>rain ninja</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">12</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>rain ninja</alias>
<fast type="int">1</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">5</attr>
</object>
<object name="rain ninja2">
<inherit name="editor_object" />
<alias1>rain ninja</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">12</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>rain ninja</alias>
<fast type="int">1</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">5</attr>
</object>
<exit alias="north" to="room52">
<inherit name="northdirection" />
</exit>
<object name="rain shield">
<inherit name="editor_object" />
<inherit name="wearable" />
<look><![CDATA[Hmmm...<br/>Offenseless equipment]]></look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">0</accuracy>
<deflect type="int">60</deflect>
<ignite type="int">20</ignite>
<vortex type="int">20</vortex>
<stun type="int">0</stun>
<glacier type="int">40</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room14">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="west" to="room13">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room15">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room16">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room17">
<inherit name="northdirection" />
</exit>
</object>
<object name="room15">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="north" to="room14">
<inherit name="northdirection" />
</exit>
<object name="bridge troll">
<inherit name="editor_object" />
<alias1>bridge troll</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">25</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">3</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>bridge troll</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">35</attr>
</object>
</object>
<object name="room16">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="west" to="room14">
<inherit name="westdirection" />
</exit>
<object name="The heir">
<inherit name="editor_object" />
<take />
<look>Human with radiating skin</look>
<feature_usegive />
<drop />
<alias>The heir (1)</alias>
<use type="script"><![CDATA[
msg ("The heir does not fight, you are his bodyguard<br/>Your defeat is the heir's defeat as well")
]]></use>
</object>
<object name="raven katana">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A quick sword but its length is halved</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">100</accuracy>
<deflect type="int">0</deflect>
<ignite type="int">20</ignite>
<vortex type="int">40</vortex>
<stun type="int">0</stun>
<glacier type="int">0</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room17">
<inherit name="editor_room" />
<exit alias="south" to="room14">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room18">
<inherit name="northdirection" />
</exit>
<exit alias="northeast" to="room19">
<inherit name="northeastdirection" />
</exit>
<object name="rocks">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room18">
<inherit name="editor_room" />
<exit alias="south" to="room17">
<inherit name="southdirection" />
</exit>
<object name="castle">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="west" to="room20">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room21">
<inherit name="eastdirection" />
</exit>
<object name="gunner">
<inherit name="editor_object" />
<alias1>gunner</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">24</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>gunner</alias>
<fast type="int">1</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">5</attr>
</object>
</object>
<object name="room19">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southwest" to="room17">
<inherit name="southwestdirection" />
</exit>
<object name="giant snake">
<inherit name="editor_object" />
<alias1>giant snake</alias1>
<alias2 type="string"></alias2>
<atk type="int">5</atk>
<hp type="int">40</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">4</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>giant snake</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">15</attr>
</object>
<exit alias="east" to="room26">
<inherit name="eastdirection" />
</exit>
<exit alias="south" to="room281">
<inherit name="southdirection" />
</exit>
</object>
<object name="room20">
<inherit name="editor_room" />
<exit alias="east" to="room18">
<inherit name="eastdirection" />
</exit>
<exit alias="northwest" to="room22">
<inherit name="northwestdirection" />
</exit>
<object name="wall">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>wall</alias>
</object>
<object name="spearman">
<inherit name="editor_object" />
<alias1>spearman</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">36</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">3</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spearman</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">25</attr>
</object>
</object>
<object name="room21">
<inherit name="editor_room" />
<exit alias="west" to="room18">
<inherit name="westdirection" />
</exit>
<exit alias="northeast" to="room23">
<inherit name="northeastdirection" />
</exit>
<object name="wall1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>wall</alias>
</object>
<object name="cannon girl">
<inherit name="editor_object" />
<alias1>cannon girl</alias1>
<alias2 type="string"></alias2>
<atk type="int">5</atk>
<hp type="int">20</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cannon girl</alias>
<fast type="int">3</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">35</attr>
</object>
</object>
<object name="room22">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southeast" to="room20">
<inherit name="southeastdirection" />
</exit>
<exit alias="northeast" to="room24">
<inherit name="northeastdirection" />
</exit>
<object name="staircase wall">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>staircase wall</alias>
</object>
<object name="bridge troll1">
<inherit name="editor_object" />
<alias1>bridge troll</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">25</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">3</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>bridge troll</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">35</attr>
</object>
</object>
<object name="room23">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southwest" to="room21">
<inherit name="southwestdirection" />
</exit>
<exit alias="northwest" to="room25">
<inherit name="northwestdirection" />
</exit>
<object name="staircase wall1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>staircase wall</alias>
</object>
<object name="vase">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="gunner1">
<inherit name="editor_object" />
<alias1>gunner</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">24</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>gunner</alias>
<fast type="int">1</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">5</attr>
</object>
</object>
<object name="room24">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southwest" to="room22">
<inherit name="southwestdirection" />
</exit>
<exit alias="east" to="room28">
<inherit name="eastdirection" />
</exit>
<object name="wall4">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>wall</alias>
</object>
<object name="spearman1">
<inherit name="editor_object" />
<alias1>spearman</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">36</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">3</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spearman</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">25</attr>
</object>
<object name="gunner2">
<inherit name="editor_object" />
<alias1>gunner</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">24</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>gunner</alias>
<fast type="int">1</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">5</attr>
</object>
</object>
<object name="room25">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southeast" to="room23">
<inherit name="southeastdirection" />
</exit>
<exit alias="west" to="room28">
<inherit name="westdirection" />
</exit>
<object name="wall5">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>wall</alias>
</object>
<object name="gunner3">
<inherit name="editor_object" />
<alias1>gunner</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">24</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>gunner</alias>
<fast type="int">1</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">5</attr>
</object>
<object name="gunner4">
<inherit name="editor_object" />
<alias1>gunner</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">24</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>gunner</alias>
<fast type="int">1</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">5</attr>
</object>
<object name="gunner5">
<inherit name="editor_object" />
<alias1>gunner</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">24</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>gunner</alias>
<fast type="int">1</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">5</attr>
</object>
</object>
<object name="room26">
<inherit name="editor_room" />
<exit alias="west" to="room19">
<inherit name="westdirection" />
</exit>
<exit alias="northeast" to="room27">
<inherit name="northeastdirection" />
</exit>
<exit alias="southeast" to="room84">
<inherit name="southeastdirection" />
</exit>
</object>
<object name="room27">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southwest" to="room26">
<inherit name="southwestdirection" />
</exit>
<object name="giant snake1">
<inherit name="editor_object" />
<alias1>giant snake</alias1>
<alias2 type="string"></alias2>
<atk type="int">5</atk>
<hp type="int">40</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">4</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>giant snake</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">15</attr>
</object>
<object name="bell">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="north" to="room85">
<inherit name="northdirection" />
</exit>
<object name="mountain cliff">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room28">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="west" to="room24">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room25">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room29">
<inherit name="northdirection" />
</exit>
<object name="wall8">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>wall</alias>
</object>
<object name="spearman2">
<inherit name="editor_object" />
<alias1>spearman</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">36</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">3</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spearman</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">25</attr>
</object>
<object name="spearman3">
<inherit name="editor_object" />
<alias1>spearman</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">36</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">3</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spearman</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">25</attr>
</object>
<object name="spearman4">
<inherit name="editor_object" />
<alias1>spearman</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">36</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">3</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spearman</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">25</attr>
</object>
<object name="spearman5">
<inherit name="editor_object" />
<alias1>spearman</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">36</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">3</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spearman</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">25</attr>
</object>
</object>
<object name="room29">
<inherit name="editor_room" />
<exit alias="south" to="room28">
<inherit name="southdirection" />
</exit>
<object name="wall9">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>wall</alias>
</object>
<exit alias="northwest" to="room30">
<inherit name="northwestdirection" />
</exit>
</object>
<object name="room30">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("northwest is boss")
}
</enter>
<exit alias="southeast" to="room29">
<inherit name="southeastdirection" />
</exit>
<exit alias="northwest" to="room31">
<inherit name="northwestdirection" />
</exit>
</object>
<object name="room31">
<inherit name="editor_room" />
<enter type="script">
msg ("east is ledge, you need to enter using another route")
</enter>
<exit alias="southeast" to="room30">
<inherit name="southeastdirection" />
</exit>
<exit alias="west" to="room32">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room40">
<inherit name="eastdirection" />
<visible type="boolean">false</visible>
</exit>
<object name="genbu horse marshal">
<inherit name="editor_object" />
<alias1>genbu horse marshal</alias1>
<alias2 type="string"></alias2>
<atk type="int">5</atk>
<hp type="int">125</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">5</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>genbu horse marshal</alias>
<fast type="int">3</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">30</attr>
<boss type="string"></boss>
</object>
<object name="horse tracks">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="victor cleave">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A powerful weapon, known for its strength and extended curve, carries the risk of accidental self-injury even in strong arms</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">80</accuracy>
<deflect type="int">50</deflect>
<ignite type="int">50</ignite>
<vortex type="int">50</vortex>
<stun type="int">2</stun>
<glacier type="int">-30</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<visible type="boolean">false</visible>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room32">
<inherit name="editor_room" />
<exit alias="east" to="room31">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room33">
<inherit name="westdirection" />
</exit>
</object>
<object name="room33">
<inherit name="editor_room" />
<exit alias="east" to="room32">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room34">
<inherit name="northdirection" />
</exit>
</object>
<object name="room34">
<inherit name="editor_room" />
<exit alias="south" to="room33">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room35">
<inherit name="northdirection" />
</exit>
</object>
<object name="room35">
<inherit name="editor_room" />
<exit alias="south" to="room34">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room36">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room36">
<inherit name="editor_room" />
<exit alias="west" to="room35">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room37">
<inherit name="eastdirection" />
</exit>
<exit name="room36 to room97" alias="north" to="room97">
<inherit name="northdirection" />
<locked />
</exit>
</object>
<object name="room37">
<inherit name="editor_room" />
<exit alias="west" to="room36">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room38">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room38">
<inherit name="editor_room" />
<exit alias="west" to="room37">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room39">
<inherit name="southdirection" />
</exit>
</object>
<object name="room39">
<inherit name="editor_room" />
<exit alias="north" to="room38">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room40">
<inherit name="southdirection" />
</exit>
</object>
<object name="room40">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (ListContains(ScopeVisible(), ashina samurai)) {
msg ("ashina: I am glad you changed your mind")
if (ashina samurai.hp>0) {
MoveObject (ashina samurai, room41)
}
}
firsttime {
msg ("east is boss")
}
]]></enter>
<exit alias="north" to="room39">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room31">
<inherit name="westdirection" />
</exit>
<exit name="room40 to room41" alias="east" to="room41">
<inherit name="eastdirection" />
<locked />
</exit>
</object>
<object name="room41">
<inherit name="editor_room" />
<onexit type="script"><![CDATA[
if (ashina samurai.hp>0) {
MoveObject (ashina samurai, game.pov.parent)
}
]]></onexit>
<enter type="script">
if (ListContains(ScopeVisible(), ashina samurai)) {
msg ("ashina chased up to you")
msg ("ashina deal 7 damage")
player.hp = player.hp-7
}
</enter>
<exit alias="west" to="room40">
<inherit name="westdirection" />
</exit>
<object name="ashina samurai">
<inherit name="editor_object" />
<alias1>ashina samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">3</atk>
<hp type="int">190</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>ashina samurai</alias>
<fast type="int">1</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">70</attr>
<boss type="string"></boss>
</object>
<exit alias="north" to="room42">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room43">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room42">
<inherit name="editor_room" />
<enter type="script">
if (ListContains(ScopeVisible(), ashina samurai)) {
msg ("ashina chased up to you")
msg ("ashina deal 7 damage")
player.hp = player.hp-7
}
</enter>
<onexit type="script"><![CDATA[
if (ashina samurai.hp>0) {
MoveObject (ashina samurai, game.pov.parent)
}
]]></onexit>
<exit alias="south" to="room41">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room44">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room43">
<inherit name="editor_room" />
<enter type="script">
if (ListContains(ScopeVisible(), ashina samurai)) {
msg ("ashina chased up to you")
msg ("ashina deal 7 damage")
player.hp = player.hp-7
}
</enter>
<onexit type="script"><![CDATA[
if (ashina samurai.hp>0) {
MoveObject (ashina samurai, game.pov.parent)
}
]]></onexit>
<exit alias="west" to="room41">
<inherit name="westdirection" />
</exit>
</object>
<object name="room44">
<inherit name="editor_room" />
<enter type="script">
if (ListContains(ScopeVisible(), ashina samurai)) {
msg ("ashina chased up to you")
msg ("ashina deal 7 damage")
player.hp = player.hp-7
}
</enter>
<onexit type="script"><![CDATA[
if (ashina samurai.hp>0) {
MoveObject (ashina samurai, game.pov.parent)
}
]]></onexit>
<exit alias="west" to="room42">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room45">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room46">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room45">
<inherit name="editor_room" />
<enter type="script">
if (ListContains(ScopeVisible(), ashina samurai)) {
msg ("ashina chased up to you")
msg ("ashina deal 7 damage")
player.hp = player.hp-7
}
</enter>
<onexit type="script"><![CDATA[
if (ashina samurai.hp>0) {
MoveObject (ashina samurai, game.pov.parent)
}
]]></onexit>
<exit alias="south" to="room44">
<inherit name="southdirection" />
</exit>
</object>
<object name="room46">
<inherit name="editor_room" />
<enter type="script">
if (ListContains(ScopeVisible(), ashina samurai)) {
msg ("ashina chased up to you")
msg ("ashina deal 7 damage")
player.hp = player.hp-7
}
</enter>
<onexit type="script"><![CDATA[
if (ashina samurai.hp>0) {
MoveObject (ashina samurai, game.pov.parent)
}
]]></onexit>
<exit alias="west" to="room44">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room47">
<inherit name="northdirection" />
</exit>
</object>
<object name="room47">
<inherit name="editor_room" />
<enter type="script">
if (ListContains(ScopeVisible(), ashina samurai)) {
msg ("ashina chased up to you")
msg ("ashina deal 7 damage")
player.hp = player.hp-7
}
</enter>
<onexit type="script"><![CDATA[
if (ashina samurai.hp>0) {
MoveObject (ashina samurai, game.pov.parent)
}
]]></onexit>
<exit alias="south" to="room46">
<inherit name="southdirection" />
</exit>
<exit alias="northeast" to="room217">
<inherit name="northeastdirection" />
</exit>
</object>
<object name="room48">
<inherit name="editor_room" />
<exit alias="east" to="room11">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room49">
<inherit name="northdirection" />
</exit>
<object name="lotus park">
<inherit name="editor_object" />
<alias>lotus park</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room49">
<inherit name="editor_room" />
<exit alias="east" to="room12">
<inherit name="eastdirection" />
</exit>
<exit alias="south" to="room48">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room50">
<inherit name="northdirection" />
</exit>
<object name="lotus park1">
<inherit name="editor_object" />
<alias>lotus park</alias>
<displayverbs type="stringlist" />
</object>
<object name="black suit">
<inherit name="editor_object" />
<look>Thief hiding in plain sight, you pretended you never saw him either</look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>black suit (1)</alias>
</object>
</object>
<object name="room50">
<inherit name="editor_room" />
<exit alias="south" to="room49">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room51">
<inherit name="eastdirection" />
</exit>
<object name="lotus park2">
<inherit name="editor_object" />
<alias>lotus park</alias>
<displayverbs type="stringlist" />
</object>
<object name="wood ladder">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="northwest" to="room53">
<inherit name="northwestdirection" />
</exit>
</object>
<object name="room51">
<inherit name="editor_room" />
<exit alias="west" to="room50">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room12">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room52">
<inherit name="eastdirection" />
</exit>
<object name="lotus park3">
<inherit name="editor_object" />
<alias>lotus park</alias>
<displayverbs type="stringlist" />
</object>
<object name="barrel">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look>You opened the lid and there is a dead gollum inside</look>
<alias>barrel (1)</alias>
</object>
</object>
<object name="room52">
<inherit name="editor_room" />
<exit alias="south" to="room13">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room51">
<inherit name="westdirection" />
</exit>
<object name="lotus park4">
<inherit name="editor_object" />
<alias>lotus park</alias>
<displayverbs type="stringlist" />
</object>
<exit name="room52 to room75" alias="down" to="room75">
<inherit name="downdirection" />
<visible type="boolean">false</visible>
</exit>
</object>
<object name="room53">
<inherit name="editor_room" />
<exit alias="southeast" to="room50">
<inherit name="southeastdirection" />
</exit>
<exit alias="west" to="room54">
<inherit name="westdirection" />
</exit>
<object name="rooftop">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>rooftop</alias>
</object>
</object>
<object name="room54">
<inherit name="editor_room" />
<exit alias="east" to="room53">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room55">
<inherit name="westdirection" />
</exit>
<object name="rooftop1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>rooftop</alias>
</object>
</object>
<object name="room55">
<inherit name="editor_room" />
<exit alias="east" to="room54">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room56">
<inherit name="westdirection" />
</exit>
<object name="rooftop2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>rooftop</alias>
</object>
<exit alias="north" to="room58">
<inherit name="northdirection" />
</exit>
</object>
<object name="room56">
<inherit name="editor_room" />
<exit alias="east" to="room55">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room57">
<inherit name="westdirection" />
</exit>
<object name="rooftop3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>rooftop</alias>
</object>
</object>
<object name="room57">
<inherit name="editor_room" />
<exit alias="east" to="room56">
<inherit name="eastdirection" />
</exit>
<object name="rooftop4">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>rooftop</alias>
</object>
<exit alias="southwest" to="room59">
<inherit name="southwestdirection" />
</exit>
<object name="resting cat">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>resting cat</alias>
</object>
</object>
<object name="room58">
<inherit name="editor_room" />
<exit alias="south" to="room55">
<inherit name="southdirection" />
</exit>
<object name="sui ying">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>sui ying (1)</alias>
<look><![CDATA[They told me the castle was rich but I never knew what I had to do until I come here<br/>They call me princess but put me in shackles<br/>Tell my parents from anzai village block 08<br/>I am living a happy life, sigh]]></look>
</object>
<exit alias="west" to="room114">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room115">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room118">
<inherit name="northdirection" />
</exit>
</object>
<object name="room59">
<inherit name="editor_room" />
<exit alias="northeast" to="room57">
<inherit name="northeastdirection" />
</exit>
<exit alias="south" to="room60">
<inherit name="southdirection" />
</exit>
<object name="cropfield">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>cropfield</alias>
</object>
<object name="scarecrow">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room60">
<inherit name="editor_room" />
<exit alias="north" to="room59">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room61">
<inherit name="southdirection" />
</exit>
<object name="cropfield1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>cropfield</alias>
</object>
</object>
<object name="room61">
<inherit name="editor_room" />
<exit alias="north" to="room60">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room62">
<inherit name="southdirection" />
</exit>
<object name="cropfield2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>cropfield</alias>
</object>
</object>
<object name="room62">
<inherit name="editor_room" />
<exit alias="north" to="room61">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room63">
<inherit name="westdirection" />
</exit>
<object name="cropfield3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>cropfield</alias>
</object>
<exit alias="south" to="room108">
<inherit name="southdirection" />
</exit>
</object>
<object name="room63">
<inherit name="editor_room" />
<exit alias="east" to="room62">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room64">
<inherit name="westdirection" />
</exit>
<object name="cropfield4">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>cropfield</alias>
</object>
</object>
<object name="room64">
<inherit name="editor_room" />
<exit alias="east" to="room63">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room65">
<inherit name="northdirection" />
</exit>
<object name="cropfield5">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>cropfield</alias>
</object>
</object>
<object name="room65">
<inherit name="editor_room" />
<onexit type="script">
MakeObjectVisible (misty geisha1)
</onexit>
<enter type="script">
firsttime {
msg ("There is a thick fog")
}
</enter>
<exit alias="south" to="room64">
<inherit name="southdirection" />
</exit>
<object name="straw hut">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>straw hut (1)</alias>
<look type="script">
msg ("You found a door key, it looks important")
MakeObjectVisible (door_key)
</look>
</object>
<object name="door_key">
<inherit name="editor_object" />
<visible type="boolean">false</visible>
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Drop</value>
</inventoryverbs>
<take />
<alias>door key (1)</alias>
</object>
<object name="misty geisha1">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
</object>
<object name="room66">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("north is boss")
}
</enter>
<exit alias="up" to="room7">
<inherit name="updirection" />
</exit>
<exit alias="north" to="room67">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room68">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room69">
<inherit name="southdirection" />
</exit>
</object>
<object name="room67">
<inherit name="editor_room" />
<exit alias="south" to="room66">
<inherit name="southdirection" />
</exit>
<object name="butterfly maiden">
<inherit name="editor_object" />
<alias1>butterfly maiden</alias1>
<alias2 type="string"></alias2>
<atk type="int">4</atk>
<hp type="int">111</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">5</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>butterfly maiden</alias>
<fast type="int">5</fast>
<slow type="int">8</slow>
<attr name="crit chance" type="int">77</attr>
<boss type="string"></boss>
</object>
<exit name="room67 to room70" alias="east" to="room70">
<inherit name="eastdirection" />
<locked type="boolean">false</locked>
<visible type="boolean">false</visible>
</exit>
</object>
<object name="room68">
<inherit name="editor_room" />
<exit alias="east" to="room66">
<inherit name="eastdirection" />
</exit>
<exit alias="up" to="room129">
<inherit name="updirection" />
</exit>
</object>
<object name="room69">
<inherit name="editor_room" />
<exit alias="north" to="room66">
<inherit name="northdirection" />
</exit>
<object name="underground well">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room70">
<inherit name="editor_room" />
<exit alias="west" to="room67">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room71">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room71">
<inherit name="editor_room" />
<exit alias="west" to="room70">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room72">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room73">
<inherit name="northdirection" />
</exit>
<object name="leaking wall">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room72">
<inherit name="editor_room" />
<exit alias="north" to="room71">
<inherit name="northdirection" />
</exit>
<exit alias="up" to="room9">
<inherit name="updirection" />
</exit>
</object>
<object name="room73">
<inherit name="editor_room" />
<exit alias="south" to="room71">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room74">
<inherit name="northdirection" />
</exit>
</object>
<object name="room74">
<inherit name="editor_room" />
<exit alias="south" to="room73">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room75">
<inherit name="northdirection" />
</exit>
<object name="back blade">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A sword with a reversed blade for easier feign attacks</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">50</accuracy>
<deflect type="int">40</deflect>
<ignite type="int">30</ignite>
<vortex type="int">10</vortex>
<stun type="int">0</stun>
<glacier type="int">20</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room75">
<inherit name="editor_room" />
<exit alias="south" to="room74">
<inherit name="southdirection" />
</exit>
<exit alias="up" to="room52">
<inherit name="updirection" />
</exit>
<exit alias="down" to="room76">
<inherit name="downdirection" />
</exit>
</object>
<object name="room76">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("down is boss")
}
</enter>
<exit alias="up" to="room75">
<inherit name="updirection" />
</exit>
<object name="coffin">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look>The water pressure is making this impossible to open</look>
<alias>coffin (1)</alias>
</object>
<exit alias="east" to="room77">
<inherit name="eastdirection" />
</exit>
<object name="underwater">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>underwater</alias>
</object>
<exit alias="down" to="room300">
<inherit name="downdirection" />
</exit>
</object>
<object name="room77">
<inherit name="editor_room" />
<exit alias="west" to="room76">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room78">
<inherit name="eastdirection" />
</exit>
<object name="underwater1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>underwater</alias>
</object>
</object>
<object name="room78">
<inherit name="editor_room" />
<onexit type="script">
MakeObjectVisible (ambush goblin)
</onexit>
<enter type="script">
firsttime {
msg ("You can hear someone sneering at you in the dark")
}
</enter>
<exit alias="west" to="room77">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room79">
<inherit name="eastdirection" />
</exit>
<object name="underwater2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>underwater</alias>
</object>
<object name="ambush goblin">
<inherit name="editor_object" />
<alias1>ambush goblin</alias1>
<alias2 type="string"></alias2>
<atk type="int">10</atk>
<hp type="int">30</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>ambush goblin</alias>
<fast type="int">2</fast>
<slow type="int">7</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
</object>
<object name="room79">
<inherit name="editor_room" />
<exit alias="west" to="room78">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room80">
<inherit name="eastdirection" />
</exit>
<object name="underwater3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>underwater</alias>
</object>
</object>
<object name="room80">
<inherit name="editor_room" />
<exit alias="west" to="room79">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room81">
<inherit name="eastdirection" />
</exit>
<object name="underwater4">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>underwater</alias>
</object>
</object>
<object name="room81">
<inherit name="editor_room" />
<exit alias="west" to="room80">
<inherit name="westdirection" />
</exit>
<exit alias="up" to="room82">
<inherit name="updirection" />
</exit>
<object name="underwater5">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>underwater</alias>
</object>
<object name="leviathan">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look>You wanna fight me? You are dumb or what?</look>
<alias>leviathan (1)</alias>
</object>
</object>
<object name="room82">
<inherit name="editor_room" />
<exit alias="down" to="room81">
<inherit name="downdirection" />
</exit>
<exit alias="up" to="room83">
<inherit name="updirection" />
</exit>
</object>
<object name="room83">
<inherit name="editor_room" />
<exit name="room83 to room82" alias="down" to="room82">
<inherit name="downdirection" />
<visible type="boolean">false</visible>
</exit>
<exit alias="west" to="room84">
<inherit name="westdirection" />
</exit>
</object>
<object name="room84">
<inherit name="editor_room" />
<exitslistprefix>You can go</exitslistprefix>
<exit alias="east" to="room83">
<inherit name="eastdirection" />
</exit>
<exit alias="northwest" to="room26">
<inherit name="northwestdirection" />
</exit>
<object name="shaolin monk">
<inherit name="editor_object" />
<alias1>shaolin monk</alias1>
<alias2 type="string"></alias2>
<atk type="int">3</atk>
<hp type="int">30</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>shaolin monk</alias>
<fast type="int">1</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="shaolin monk1">
<inherit name="editor_object" />
<alias1>shaolin monk</alias1>
<alias2 type="string"></alias2>
<atk type="int">3</atk>
<hp type="int">30</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>shaolin monk</alias>
<fast type="int">1</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
</object>
</object>
<object name="room85">
<inherit name="editor_room" />
<exit alias="south" to="room27">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room86">
<inherit name="northdirection" />
</exit>
</object>
<object name="room86">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("north is boss")
}
</enter>
<exit alias="south" to="room85">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room87">
<inherit name="northdirection" />
</exit>
<object name="loveless flower">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room87">
<inherit name="editor_room" />
<exit alias="south" to="room86">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room88">
<inherit name="westdirection" />
</exit>
<object name="ape emperor">
<inherit name="editor_object" />
<alias1>ape emperor</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">5</atk>
<hp type="int">350</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">5</parryrequired>
<fast type="int">6</fast>
<slow type="int">8</slow>
<alias>ape emperor</alias>
<attr name="crit chance" type="int">88</attr>
<boss type="string"></boss>
</object>
<object name="valley">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<object name="headless ape">
<inherit name="editor_object" />
<alias1>headless ape</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">8</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">5</parryrequired>
<fast type="int">5</fast>
<slow type="int">7</slow>
<alias>headless ape</alias>
<attr name="crit chance" type="int">66</attr>
<visible />
<boss type="string"></boss>
</object>
</object>
</object>
<object name="room88">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("southwest is boss")
}
</enter>
<exit alias="east" to="room87">
<inherit name="eastdirection" />
</exit>
<object name="spine cliff">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="centipede lord">
<inherit name="editor_object" />
<alias1>centipede lord</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">8</atk>
<hp type="int">220</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">1</fast>
<slow type="int">9</slow>
<alias>centipede lord</alias>
<attr name="crit chance" type="int">0</attr>
</object>
<exit alias="southwest" to="room220">
<inherit name="southwestdirection" />
</exit>
<exit alias="west" to="room221">
<inherit name="westdirection" />
</exit>
</object>
<object name="room89">
<inherit name="editor_room" />
<enter type="script">
msg ("The monkeys stared at your sake")
</enter>
<exit alias="north" to="room1">
<inherit name="northdirection" />
</exit>
<exit alias="southwest" to="room90">
<inherit name="southwestdirection" />
</exit>
<object name="snow ape">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>snow ape</alias>
</object>
<object name="snow ape1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>snow ape</alias>
</object>
<object name="snow ball">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>snow ball</alias>
</object>
</object>
<object name="room90">
<inherit name="editor_room" />
<exit alias="northeast" to="room89">
<inherit name="northeastdirection" />
</exit>
<exit alias="south" to="room91">
<inherit name="southdirection" />
</exit>
<object name="spike grass">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room91">
<inherit name="editor_room" />
<exit alias="north" to="room90">
<inherit name="northdirection" />
</exit>
<exit alias="southwest" to="room92">
<inherit name="southwestdirection" />
</exit>
<object name="snow ape3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>snow ape</alias>
</object>
</object>
<object name="room92">
<inherit name="editor_room" />
<exit alias="northeast" to="room91">
<inherit name="northeastdirection" />
</exit>
<exit alias="south" to="room93">
<inherit name="southdirection" />
</exit>
<object name="turkey">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>turkey</alias>
</object>
<object name="gunslinger">
<inherit name="editor_object" />
<alias1>gunslinger</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">11</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>gunslinger</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">25</attr>
</object>
<exit alias="west" to="room103">
<inherit name="westdirection" />
</exit>
</object>
<object name="room93">
<inherit name="editor_room" />
<exit alias="north" to="room92">
<inherit name="northdirection" />
</exit>
<exit alias="southwest" to="room94">
<inherit name="southwestdirection" />
</exit>
</object>
<object name="room94">
<inherit name="editor_room" />
<exit alias="northeast" to="room93">
<inherit name="northeastdirection" />
</exit>
<exit alias="east" to="room95">
<inherit name="eastdirection" />
</exit>
<object name="hot spa">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room95">
<inherit name="editor_room" />
<exit alias="west" to="room94">
<inherit name="westdirection" />
</exit>
<exit alias="northeast" to="room96">
<inherit name="northeastdirection" />
</exit>
<object name="staircase">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="south" to="room148">
<inherit name="southdirection" />
</exit>
</object>
<object name="room96">
<inherit name="editor_room" />
<exit alias="southwest" to="room95">
<inherit name="southwestdirection" />
</exit>
<object name="stonepath warrior">
<inherit name="editor_object" />
<alias1>stonepath warrior</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">2</atk>
<hp type="int">20</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">2</fast>
<slow type="int">6</slow>
<alias>stonepath warrior</alias>
<attr name="crit chance" type="int">75</attr>
</object>
<object name="bamboo forest">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="east" to="room269">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room97">
<inherit name="editor_room" />
<exit alias="south" to="room36">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room98">
<inherit name="northdirection" />
</exit>
<object name="red_carpet">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>red carpet</alias>
</object>
</object>
<object name="room98">
<inherit name="editor_room" />
<exit alias="south" to="room97">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room99">
<inherit name="northdirection" />
</exit>
<object name="silver_guard">
<inherit name="editor_object" />
<alias>silver guard</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room99">
<inherit name="editor_room" />
<exit alias="south" to="room98">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room100">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room101">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room102">
<inherit name="eastdirection" />
</exit>
<object name="canteen">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<verb>
<property>openview</property>
<pattern>open view</pattern>
<defaultexpression>"You can't open view " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain2maxhp</property>
<pattern>gain 2 max hp</pattern>
<defaultexpression>"You can't gain 2 max hp " + object.article + "."</defaultexpression>
</verb>
<object name="room100">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("north is boss")
}
</enter>
<exit alias="south" to="room99">
<inherit name="southdirection" />
</exit>
<object name="courtyard">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="north" to="room216">
<inherit name="northdirection" />
</exit>
</object>
<object name="room101">
<inherit name="editor_room" />
<exit alias="east" to="room99">
<inherit name="eastdirection" />
</exit>
<object name="Dragon throne">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="Blood">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="Judge Dee">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="Magistrate bao">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="blue_swallowtail_servant">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Take</value>
<value>Look at</value>
</displayverbs>
<take />
<inventoryverbs type="stringlist">
<value>Drop</value>
<value>Look at</value>
</inventoryverbs>
<alias>blue swallowtail servant (heal)</alias>
<look type="script">
msg ("She brews blue tea for you to enjoy")
firsttime {
msg ("Your hp is restored to full (This happens on the first time only)")
player.hp = player.maxhp+player.maxhp2
msg ("Healed to max hp!")
}
</look>
</object>
<exit alias="northwest" to="room223">
<inherit name="northwestdirection" />
</exit>
</object>
<object name="room102">
<inherit name="editor_room" />
<exit alias="west" to="room99">
<inherit name="westdirection" />
</exit>
<object name="headless body">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="northeast" to="room272">
<inherit name="northeastdirection" />
</exit>
</object>
<object name="room103">
<inherit name="editor_room" />
<exit alias="east" to="room92">
<inherit name="eastdirection" />
</exit>
<exit alias="down" to="room104">
<inherit name="downdirection" />
</exit>
</object>
<object name="room104">
<inherit name="editor_room" />
<exit alias="up" to="room103">
<inherit name="updirection" />
</exit>
<exit alias="west" to="room105">
<inherit name="westdirection" />
</exit>
<object name="chasm3">
<inherit name="editor_object" />
<alias>chasm</alias>
<displayverbs type="stringlist" />
</object>
<object name="mole">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room105">
<inherit name="editor_room" />
<exit alias="east" to="room104">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room106">
<inherit name="westdirection" />
</exit>
<object name="chasm2">
<inherit name="editor_object" />
<alias>chasm</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room106">
<inherit name="editor_room" />
<exit alias="east" to="room105">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room107">
<inherit name="westdirection" />
</exit>
<object name="chasm1">
<inherit name="editor_object" />
<alias>chasm</alias>
<displayverbs type="stringlist" />
</object>
<object name="blacksuit assassin">
<inherit name="editor_object" />
<alias1>blacksuit assassin</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">1</atk>
<hp type="int">12</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">1</fast>
<slow type="int">3</slow>
<alias>blacksuit assassin</alias>
<attr name="crit chance" type="int">40</attr>
</object>
<object name="twin shadow">
<inherit name="editor_object" />
<alias1>twin shadow</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">4</fast>
<slow type="int">5</slow>
<alias>twin shadow</alias>
<attr name="crit chance" type="int">0</attr>
</object>
</object>
<object name="room107">
<inherit name="editor_room" />
<exit alias="east" to="room106">
<inherit name="eastdirection" />
</exit>
<object name="chasm">
<inherit name="editor_object" />
<alias>chasm</alias>
<displayverbs type="stringlist" />
</object>
<exit alias="up" to="room142">
<inherit name="updirection" />
</exit>
</object>
<object name="room108">
<inherit name="editor_room" />
<exit alias="north" to="room62">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room109">
<inherit name="southdirection" />
</exit>
<object name="dark grassfield">
<inherit name="editor_object" />
<alias>dark grassfield</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room109">
<inherit name="editor_room" />
<exit alias="north" to="room108">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room110">
<inherit name="southdirection" />
</exit>
<object name="dark grassfield1">
<inherit name="editor_object" />
<alias>dark grassfield</alias>
<displayverbs type="stringlist" />
</object>
<exit alias="west" to="room120">
<inherit name="westdirection" />
</exit>
</object>
<object name="room110">
<inherit name="editor_room" />
<exit alias="north" to="room109">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room111">
<inherit name="eastdirection" />
</exit>
<object name="dark grassfield2">
<inherit name="editor_object" />
<alias>dark grassfield</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room111">
<inherit name="editor_room" />
<exit alias="west" to="room110">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room112">
<inherit name="eastdirection" />
</exit>
<object name="dark grassfield3">
<inherit name="editor_object" />
<alias>dark grassfield</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room112">
<inherit name="editor_room" />
<exit alias="west" to="room111">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room113">
<inherit name="northdirection" />
</exit>
<object name="dark grassfield4">
<inherit name="editor_object" />
<alias>dark grassfield</alias>
<displayverbs type="stringlist" />
</object>
<object name="ghost of ashina">
<inherit name="editor_object" />
<alias1>ghost of ashina</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">100</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>ghost of ashina</alias>
<fast type="int">3</fast>
<slow type="int">7</slow>
<attr name="crit chance" type="int">15</attr>
</object>
</object>
<object name="room113">
<inherit name="editor_room" />
<exit alias="south" to="room112">
<inherit name="southdirection" />
</exit>
<object name="dark grassfield5">
<inherit name="editor_object" />
<alias>dark grassfield</alias>
<displayverbs type="stringlist" />
</object>
<object name="screaming blade">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>The sword handle have an oni mask</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">90</accuracy>
<deflect type="int">20</deflect>
<ignite type="int">10</ignite>
<vortex type="int">10</vortex>
<stun type="int">2</stun>
<glacier type="int">10</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room114">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("down is boss")
}
</enter>
<exit alias="east" to="room58">
<inherit name="eastdirection" />
</exit>
<exit alias="down" to="room116">
<inherit name="downdirection" />
</exit>
<object name="blue bottle vase">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room115">
<inherit name="editor_room" />
<exit alias="west" to="room58">
<inherit name="westdirection" />
</exit>
<exit alias="down" to="room117">
<inherit name="downdirection" />
</exit>
</object>
<object name="room116">
<inherit name="editor_room" />
<exit alias="up" to="room114">
<inherit name="updirection" />
</exit>
<object name="kitchen">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="fire priest">
<inherit name="editor_object" />
<alias1>fire priest</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>fire priest</alias>
<fast type="int">2</fast>
<slow type="int">7</slow>
<attr name="crit chance" type="int">0</attr>
<boss type="string"></boss>
</object>
<exit alias="northwest" to="room296">
<inherit name="northwestdirection" />
<attr name="grid_length" type="int">5</attr>
</exit>
</object>
<object name="room117">
<inherit name="editor_room" />
<exit alias="up" to="room115">
<inherit name="updirection" />
</exit>
<object name="clothes room">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room118">
<inherit name="editor_room" />
<exit alias="south" to="room58">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room119">
<inherit name="northdirection" />
</exit>
<object name="ghostlight lantern">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="spectral blade">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>An arcanic weapon that seems to speak of vegeance through its constant shaking</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">60</accuracy>
<deflect type="int">10</deflect>
<ignite type="int">70</ignite>
<vortex type="int">30</vortex>
<stun type="int">1</stun>
<glacier type="int">0</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room119">
<inherit name="editor_room" />
<exit alias="south" to="room118">
<inherit name="southdirection" />
</exit>
<object name="shirtless noble">
<inherit name="editor_object" />
<alias1>shirtless noble</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">100</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>shirtless noble</alias>
<fast type="int">3</fast>
<slow type="int">8</slow>
<attr name="crit chance" type="int">20</attr>
</object>
<object name="straw mat">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room120">
<inherit name="editor_room" />
<exit alias="east" to="room109">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room121">
<inherit name="westdirection" />
</exit>
<object name="straw field">
<inherit name="editor_object" />
<alias>straw field</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room121">
<inherit name="editor_room" />
<exit alias="east" to="room120">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room122">
<inherit name="westdirection" />
</exit>
<object name="straw field1">
<inherit name="editor_object" />
<alias>straw field</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room122">
<inherit name="editor_room" />
<exit alias="east" to="room121">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room123">
<inherit name="westdirection" />
</exit>
<object name="straw field2">
<inherit name="editor_object" />
<alias>straw field</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room123">
<inherit name="editor_room" />
<exit alias="east" to="room122">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room124">
<inherit name="westdirection" />
</exit>
<object name="straw field3">
<inherit name="editor_object" />
<alias>straw field</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room124">
<inherit name="editor_room" />
<exit alias="east" to="room123">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room125">
<inherit name="northdirection" />
</exit>
<object name="dragonfly stream">
<inherit name="editor_object" />
<alias>dragonfly stream</alias>
<displayverbs type="stringlist" />
</object>
<exit alias="west" to="room292">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room386">
<inherit name="southdirection" />
</exit>
</object>
<object name="room125">
<inherit name="editor_room" />
<exit alias="south" to="room124">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room126">
<inherit name="northdirection" />
</exit>
<object name="river1">
<inherit name="editor_object" />
<alias>river</alias>
<displayverbs type="stringlist" />
</object>
<object name="frog">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="blueberry bush2">
<inherit name="editor_object" />
<alias>blueberry bush</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room126">
<inherit name="editor_room" />
<exit alias="south" to="room125">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room127">
<inherit name="northdirection" />
</exit>
<object name="river2">
<inherit name="editor_object" />
<alias>river</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room127">
<inherit name="editor_room" />
<exit alias="south" to="room126">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room128">
<inherit name="northdirection" />
</exit>
<object name="river3">
<inherit name="editor_object" />
<alias>river</alias>
<displayverbs type="stringlist" />
</object>
<object name="tadpole">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room128">
<inherit name="editor_room" />
<exit alias="south" to="room127">
<inherit name="southdirection" />
</exit>
<object name="river4">
<inherit name="editor_object" />
<alias>river</alias>
<displayverbs type="stringlist" />
</object>
<object name="shimura archer">
<inherit name="editor_object" />
<alias1>shimura archer</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">30</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>shimura archer</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">50</attr>
</object>
<object name="alpine tree">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room129">
<inherit name="editor_room" />
<exit alias="down" to="room68">
<inherit name="downdirection" />
</exit>
<exit alias="up" to="room130">
<inherit name="updirection" />
</exit>
</object>
<object name="room130">
<inherit name="editor_room" />
<exit alias="down" to="room129">
<inherit name="downdirection" />
</exit>
<exit alias="southeast" to="room131">
<inherit name="southeastdirection" />
</exit>
</object>
<object name="room131">
<inherit name="editor_room" />
<exit alias="northwest" to="room130">
<inherit name="northwestdirection" />
</exit>
<exit alias="east" to="room132">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room132">
<inherit name="editor_room" />
<exit alias="west" to="room131">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room133">
<inherit name="eastdirection" />
</exit>
<object name="ballista">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room133">
<inherit name="editor_room" />
<exit alias="west" to="room132">
<inherit name="westdirection" />
</exit>
<object name="dozing guard">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room134">
<inherit name="editor_room" />
<exit alias="west" to="room2">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room135">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room141">
<inherit name="northdirection" />
</exit>
<object name="shop">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>shop</alias>
</object>
<object name="people">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>people</alias>
</object>
<object name="people1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>people</alias>
</object>
<object name="people2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>people</alias>
</object>
</object>
<object name="room135">
<inherit name="editor_room" />
<exit alias="west" to="room134">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room136">
<inherit name="eastdirection" />
</exit>
<object name="shop1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>shop</alias>
</object>
<object name="people3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>people</alias>
</object>
</object>
<object name="room136">
<inherit name="editor_room" />
<exit alias="west" to="room135">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room137">
<inherit name="eastdirection" />
</exit>
<object name="shop2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>shop</alias>
</object>
<object name="people4">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>people</alias>
</object>
</object>
<object name="room137">
<inherit name="editor_room" />
<exit alias="west" to="room136">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room138">
<inherit name="northdirection" />
</exit>
<object name="shop3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>shop</alias>
</object>
<object name="people5">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>people</alias>
</object>
<object name="people6">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>people</alias>
</object>
<object name="horse merchant">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="northeast" to="room237">
<inherit name="northeastdirection" />
</exit>
<exit alias="south" to="room248">
<inherit name="southdirection" />
</exit>
</object>
<object name="room138">
<inherit name="editor_room" />
<exit alias="south" to="room137">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room139">
<inherit name="westdirection" />
</exit>
<object name="village hut">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>village hut</alias>
</object>
<object name="people7">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>people</alias>
</object>
</object>
<object name="room139">
<inherit name="editor_room" />
<exit alias="east" to="room138">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room140">
<inherit name="westdirection" />
</exit>
<object name="village hut1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>village hut</alias>
</object>
</object>
<object name="room140">
<inherit name="editor_room" />
<exit alias="east" to="room139">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room141">
<inherit name="westdirection" />
</exit>
<object name="village hut2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>village hut</alias>
</object>
</object>
<object name="room141">
<inherit name="editor_room" />
<exit alias="east" to="room140">
<inherit name="eastdirection" />
</exit>
<exit alias="south" to="room134">
<inherit name="southdirection" />
</exit>
<object name="village hut3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>village hut</alias>
</object>
<object name="medicine man">
<inherit name="editor_object" />
<alias>medicine man (1)</alias>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look><![CDATA[You are untreatable<br/>Dun look at me like that...]]></look>
</object>
<object name="potions">
<inherit name="editor_object" />
<alias>potions and herbs (heal)</alias>
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<use type="script">
player.hp = player.maxhp+player.maxhp2
msg ("Healed to max hp!")
RemoveObject (this)
</use>
</object>
</object>
<object name="room142">
<inherit name="editor_room" />
<exit alias="down" to="room107">
<inherit name="downdirection" />
</exit>
<object name="blacksmith">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="west" to="room143">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room146">
<inherit name="northdirection" />
</exit>
</object>
<object name="room143">
<inherit name="editor_room" />
<exit alias="east" to="room142">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room144">
<inherit name="westdirection" />
</exit>
</object>
<object name="room144">
<inherit name="editor_room" />
<exit alias="east" to="room143">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room145">
<inherit name="westdirection" />
</exit>
</object>
<object name="room145">
<inherit name="editor_room" />
<exit alias="east" to="room144">
<inherit name="eastdirection" />
</exit>
<object name="drunken pavillion">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="drunken lizardman">
<inherit name="editor_object" />
<alias>drunken lizardman</alias>
<displayverbs type="stringlist" />
</object>
<object name="drunken lizardman1">
<inherit name="editor_object" />
<alias>drunken lizardman</alias>
<displayverbs type="stringlist" />
</object>
<object name="drunken lizardman2">
<inherit name="editor_object" />
<alias>drunken lizardman</alias>
<displayverbs type="stringlist" />
</object>
<object name="tea cup">
<inherit name="editor_object" />
<alias>tea cup (1)</alias>
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<use type="script"><![CDATA[
msg ("You are intoxicated<br/>You unlocked exit to dream realm")
MakeExitVisible (room145 to room158)
]]></use>
</object>
<exit name="room145 to room158" alias="west" to="room158">
<inherit name="westdirection" />
<visible type="boolean">false</visible>
</exit>
</object>
<object name="room146">
<inherit name="editor_room" />
<exit alias="south" to="room142">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room147">
<inherit name="northdirection" />
</exit>
</object>
<object name="room147">
<inherit name="editor_room" />
<exit alias="south" to="room146">
<inherit name="southdirection" />
</exit>
<object name="cliff top">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="cherry blossom tree">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<alias>cherry blossom tree (1)</alias>
<feature_usegive />
<use type="script"><![CDATA[
msg ("Seeing as the petals drop, creating a beautiful sight<br/>You rocked the tree to see even more,<br/>but a trinket dropped from above")
MakeObjectVisible (kusanagi sabre)
]]></use>
</object>
<object name="kusanagi sabre">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>An imitation of a legendary blade, a bit too heavy, a bit too slow, definitely fake</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">70</accuracy>
<deflect type="int">10</deflect>
<ignite type="int">20</ignite>
<vortex type="int">10</vortex>
<stun type="int">0</stun>
<glacier type="int">-10</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<visible type="boolean">false</visible>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
<exit alias="northwest" to="room401">
<inherit name="northwestdirection" />
</exit>
</object>
<object name="room148">
<inherit name="editor_room" />
<exit alias="north" to="room95">
<inherit name="northdirection" />
</exit>
<exit alias="southwest" to="room149">
<inherit name="southwestdirection" />
</exit>
<object name="smell1">
<inherit name="editor_object" />
<alias>smell (1)</alias>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look>Rotten and vile</look>
</object>
</object>
<object name="room149">
<inherit name="editor_room" />
<exit alias="northeast" to="room148">
<inherit name="northeastdirection" />
</exit>
<exit alias="southeast" to="room150">
<inherit name="southeastdirection" />
</exit>
<object name="swamp">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>swamp</alias>
</object>
</object>
<object name="room150">
<inherit name="editor_room" />
<exit alias="northwest" to="room149">
<inherit name="northwestdirection" />
</exit>
<exit alias="south" to="room151">
<inherit name="southdirection" />
</exit>
<object name="swamp1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>swamp</alias>
</object>
</object>
<object name="room151">
<inherit name="editor_room" />
<exit alias="north" to="room150">
<inherit name="northdirection" />
</exit>
<exit alias="up" to="room152">
<inherit name="updirection" />
</exit>
<object name="swamp2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>swamp</alias>
</object>
<exit alias="east" to="room301">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room304">
<inherit name="westdirection" />
</exit>
</object>
<object name="room152">
<inherit name="editor_room" />
<exit alias="down" to="room151">
<inherit name="downdirection" />
</exit>
<exit alias="south" to="room153">
<inherit name="southdirection" />
</exit>
<object name="white tower">
<inherit name="editor_object" />
<alias>white tower</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room153">
<inherit name="editor_room" />
<exit alias="north" to="room152">
<inherit name="northdirection" />
</exit>
<exit alias="up" to="room154">
<inherit name="updirection" />
</exit>
<object name="white tower1">
<inherit name="editor_object" />
<alias>white tower</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room154">
<inherit name="editor_room" />
<exit alias="down" to="room153">
<inherit name="downdirection" />
</exit>
<exit alias="east" to="room155">
<inherit name="eastdirection" />
</exit>
<object name="white tower2">
<inherit name="editor_object" />
<alias>white tower</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room155">
<inherit name="editor_room" />
<exit alias="west" to="room154">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room156">
<inherit name="eastdirection" />
</exit>
<object name="corpses">
<inherit name="editor_object" />
<alias>corpses</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room156">
<inherit name="editor_room" />
<exit alias="west" to="room155">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room157">
<inherit name="eastdirection" />
</exit>
<object name="rubble">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="skeleton ball">
<inherit name="editor_object" />
<alias1>skeleton ball</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">50</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>skeleton ball</alias>
<fast type="int">4</fast>
<slow type="int">7</slow>
<attr name="crit chance" type="int">0</attr>
</object>
</object>
<object name="room157">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
msg ("<br/>South is jumping off the tower<br/>")
]]></enter>
<exit alias="west" to="room156">
<inherit name="westdirection" />
</exit>
<object name="fire balrog">
<inherit name="editor_object" />
<alias1>fire balrog</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">2</atk>
<hp type="int">70</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">6</parryrequired>
<fast type="int">4</fast>
<slow type="int">6</slow>
<alias>fire balrog</alias>
<attr name="crit chance" type="int">10</attr>
</object>
<exit alias="south" to="room186">
<inherit name="southdirection" />
</exit>
<exit name="room157 to room204" alias="down" to="room204">
<inherit name="downdirection" />
<locked />
</exit>
</object>
<object name="room158">
<inherit name="editor_room" />
<exit alias="east" to="room145">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room159">
<inherit name="westdirection" />
</exit>
</object>
<object name="room159">
<inherit name="editor_room" />
<exit alias="east" to="room158">
<inherit name="eastdirection" />
</exit>
<object name="mirrored lizardman">
<inherit name="editor_object" />
<alias1>mirrored lizardman</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">3</atk>
<hp type="int">9</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">1</fast>
<slow type="int">5</slow>
<alias>mirrored lizardman</alias>
<attr name="crit chance" type="int">70</attr>
</object>
<object name="mirrored lizardman1">
<inherit name="editor_object" />
<alias1>mirrored lizardman</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">3</atk>
<hp type="int">9</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">1</fast>
<slow type="int">5</slow>
<alias>mirrored lizardman</alias>
<attr name="crit chance" type="int">70</attr>
</object>
<object name="mirrored lizardman2">
<inherit name="editor_object" />
<alias1>mirrored lizardman</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">3</atk>
<hp type="int">9</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">1</fast>
<slow type="int">5</slow>
<alias>mirrored lizardman</alias>
<attr name="crit chance" type="int">70</attr>
</object>
<object name="mirrored lizardman3">
<inherit name="editor_object" />
<alias1>mirrored lizardman</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">3</atk>
<hp type="int">9</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">1</fast>
<slow type="int">5</slow>
<alias>mirrored lizardman</alias>
<attr name="crit chance" type="int">70</attr>
</object>
<exit alias="west" to="room164">
<inherit name="westdirection" />
</exit>
</object>
<object name="room160">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (1=0) {
msg ("<br/>There are hazards and traps everywhere<br/>See the broken bridge?<br/>Dun stand here for more than 15 seconds,<br/>otherwise you will fall to your death<br/><br/>All other hazards have no warnings")
SetTimeout (15) {
if (game.pov.parent = room160) {
msg ("<br/>The broken bridge snapped<br/>You fell to your death")
finish
}
}
}
]]></enter>
<exit alias="southeast" to="room">
<inherit name="southeastdirection" />
</exit>
<exit alias="northwest" to="room161">
<inherit name="northwestdirection" />
</exit>
<object name="broken bridge">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>broken bridge (1)</alias>
<shatter type="script">
msg ("You fell off the bridge")
finish
</shatter>
</object>
</object>
<object name="room161">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southeast" to="room160">
<inherit name="southeastdirection" />
</exit>
<exit alias="northwest" to="room162">
<inherit name="northwestdirection" />
</exit>
<object name="broken bridge1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>broken bridge (1)</alias>
<shatter type="script">
msg ("You fell off the bridge")
finish
</shatter>
</object>
</object>
<object name="room162">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="southeast" to="room161">
<inherit name="southeastdirection" />
</exit>
<object name="broken bridge2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>broken bridge (1)</alias>
<shatter type="script">
msg ("You fell off the bridge")
finish
</shatter>
</object>
<exit alias="west" to="room163">
<inherit name="westdirection" />
</exit>
</object>
<object name="room163">
<inherit name="editor_room" />
<exit alias="east" to="room162">
<inherit name="eastdirection" />
</exit>
<object name="wood stump">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<alias>wood stump (1)</alias>
<use type="script">
// MakeObjectVisible (room112)
MoveObject (game.pov, room112)
msg ("You did a daring jump over the broken bridge just for a shortcut path")
</use>
</object>
<exit alias="west" to="room112">
<inherit name="westdirection" />
<visible type="boolean">false</visible>
</exit>
</object>
<object name="room164">
<inherit name="editor_room" />
<exit alias="east" to="room159">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room165">
<inherit name="westdirection" />
</exit>
<object name="ornate door">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room165">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("south is boss")
}
</enter>
<exit alias="east" to="room164">
<inherit name="eastdirection" />
</exit>
<exit name="room165 to room166" alias="north" to="room166">
<inherit name="northdirection" />
<locked />
</exit>
<object name="clever lever">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<alias>clever lever (1)</alias>
<feature_usegive />
<use type="script"><![CDATA[
msg ("<br/>The door slowly opens up<br/>Bosses at top floor<br/>")
UnlockExit (room165 to room166)
]]></use>
</object>
<exit alias="south" to="room222">
<inherit name="southdirection" />
</exit>
</object>
<object name="room166">
<inherit name="editor_room" />
<exit alias="south" to="room165">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room167">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room175">
<inherit name="eastdirection" />
</exit>
<exit alias="up" to="room176">
<inherit name="updirection" />
</exit>
<object name="darkness">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room167">
<inherit name="editor_room" />
<exit alias="south" to="room166">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room168">
<inherit name="northdirection" />
</exit>
<object name="library archives">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>library archives</alias>
</object>
</object>
<object name="room168">
<inherit name="editor_room" />
<enter type="script">
msg ("down is completely dark")
</enter>
<exit alias="south" to="room167">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room169">
<inherit name="eastdirection" />
</exit>
<exit alias="up" to="room178">
<inherit name="updirection" />
</exit>
<object name="pixie dust">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="down" to="room379">
<inherit name="downdirection" />
</exit>
</object>
<object name="room169">
<inherit name="editor_room" />
<exit alias="west" to="room168">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room170">
<inherit name="eastdirection" />
</exit>
<object name="trapped minotaur">
<inherit name="editor_object" />
<alias1>trapped minotaur</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">330</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>trapped minotaur</alias>
<fast type="int">3</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="hydraulic machinery">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<alias>hydraulic machinery (heal)</alias>
<use type="script">
player.hp = player.maxhp+player.maxhp2
msg ("Healed to max hp!")
RemoveObject (this)
</use>
</object>
</object>
<object name="room170">
<inherit name="editor_room" />
<exit alias="west" to="room169">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room171">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room171">
<inherit name="editor_room" />
<exit alias="west" to="room170">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room172">
<inherit name="southdirection" />
</exit>
<exit alias="up" to="room181">
<inherit name="updirection" />
</exit>
</object>
<object name="room172">
<inherit name="editor_room" />
<exit alias="north" to="room171">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room173">
<inherit name="southdirection" />
</exit>
<object name="red rug1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>red rug</alias>
</object>
</object>
<object name="room173">
<inherit name="editor_room" />
<exit alias="north" to="room172">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room174">
<inherit name="westdirection" />
</exit>
<exit alias="up" to="room183">
<inherit name="updirection" />
</exit>
<object name="flying fireball">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room174">
<inherit name="editor_room" />
<exit alias="east" to="room173">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room175">
<inherit name="westdirection" />
</exit>
<object name="library archives2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>library archives</alias>
</object>
<object name="red rug">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>red rug</alias>
</object>
</object>
<object name="room175">
<inherit name="editor_room" />
<exit alias="east" to="room174">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room166">
<inherit name="westdirection" />
</exit>
<object name="library archives1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>library archives</alias>
</object>
</object>
<object name="room176">
<inherit name="editor_room" />
<exit alias="down" to="room166">
<inherit name="downdirection" />
</exit>
<exit alias="north" to="room177">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room185">
<inherit name="eastdirection" />
</exit>
<object name="giant medusa spider">
<inherit name="editor_object" />
<alias1>giant medusa spider</alias1>
<alias2 type="string"></alias2>
<atk type="int">7</atk>
<hp type="int">80</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>giant medusa spider</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">20</attr>
</object>
<exit alias="up" to="room282">
<inherit name="updirection" />
</exit>
</object>
<object name="room177">
<inherit name="editor_room" />
<exit alias="south" to="room176">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room178">
<inherit name="northdirection" />
</exit>
</object>
<object name="room178">
<inherit name="editor_room" />
<exit alias="south" to="room177">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room179">
<inherit name="eastdirection" />
</exit>
<exit alias="down" to="room168">
<inherit name="downdirection" />
</exit>
<object name="dragon pillar">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="up" to="room284">
<inherit name="updirection" />
</exit>
</object>
<object name="room179">
<inherit name="editor_room" />
<exit alias="west" to="room178">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room180">
<inherit name="eastdirection" />
</exit>
<object name="spellbinding sage">
<inherit name="editor_object" />
<alias1>spellbinding sage</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">155</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spellbinding sage</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">77</attr>
</object>
<object name="library archives4">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>library archives</alias>
</object>
</object>
<object name="room180">
<inherit name="editor_room" />
<exit alias="west" to="room179">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room181">
<inherit name="eastdirection" />
</exit>
<object name="library archives3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>library archives</alias>
</object>
</object>
<object name="room181">
<inherit name="editor_room" />
<exit alias="west" to="room180">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room182">
<inherit name="southdirection" />
</exit>
<exit alias="down" to="room171">
<inherit name="downdirection" />
</exit>
<exit alias="up" to="room287">
<inherit name="updirection" />
</exit>
</object>
<object name="room182">
<inherit name="editor_room" />
<exit alias="north" to="room181">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room183">
<inherit name="southdirection" />
</exit>
<object name="apothecary">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room183">
<inherit name="editor_room" />
<exit alias="north" to="room182">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room184">
<inherit name="westdirection" />
</exit>
<exit alias="down" to="room173">
<inherit name="downdirection" />
</exit>
<object name="spellbook section">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="up" to="room289">
<inherit name="updirection" />
</exit>
</object>
<object name="room184">
<inherit name="editor_room" />
<exit alias="east" to="room183">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room185">
<inherit name="westdirection" />
</exit>
</object>
<object name="room185">
<inherit name="editor_room" />
<exit alias="east" to="room184">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room176">
<inherit name="westdirection" />
</exit>
</object>
<object name="room186">
<inherit name="editor_room" />
<enter type="script">
msg ("A golden eagle fetched you across the sky")
</enter>
<exit alias="south" to="room187">
<inherit name="southdirection" />
</exit>
</object>
<object name="room187">
<inherit name="editor_room" />
<exit alias="south" to="room188">
<inherit name="southdirection" />
</exit>
</object>
<object name="room188">
<inherit name="editor_room" />
<exit alias="south" to="room189">
<inherit name="southdirection" />
</exit>
</object>
<object name="room189">
<inherit name="editor_room" />
<object name="griffin nest">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="eggs">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="southeast" to="room190">
<inherit name="southeastdirection" />
</exit>
<object name="gold griffin">
<inherit name="editor_object" />
<alias1>gold griffin</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">2</atk>
<hp type="int">44</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">5</parryrequired>
<fast type="int">2</fast>
<slow type="int">6</slow>
<alias>gold griffin</alias>
<attr name="crit chance" type="int">75</attr>
</object>
<object name="gold medal">
<inherit name="editor_object" />
<visible type="boolean">false</visible>
<take />
<look>Lots of bling</look>
<alias>gold medal (1)</alias>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
</inventoryverbs>
</object>
</object>
<object name="room190">
<inherit name="editor_room" />
<exit alias="northwest" to="room189">
<inherit name="northwestdirection" />
</exit>
<exit alias="southwest" to="room191">
<inherit name="southwestdirection" />
</exit>
<object name="hay bale">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>hay bale</alias>
</object>
</object>
<object name="room191">
<inherit name="editor_room" />
<exit alias="northeast" to="room190">
<inherit name="northeastdirection" />
</exit>
<exit alias="northwest" to="room192">
<inherit name="northwestdirection" />
</exit>
<object name="hay bale1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>hay bale</alias>
</object>
</object>
<object name="room192">
<inherit name="editor_room" />
<exit alias="southeast" to="room191">
<inherit name="southeastdirection" />
</exit>
<exit alias="down" to="room193">
<inherit name="downdirection" />
</exit>
<object name="cockatrice">
<inherit name="editor_object" />
<alias1>cockatrice</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">1</atk>
<hp type="int">28</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<fast type="int">4</fast>
<slow type="int">7</slow>
<alias>cockatrice</alias>
<attr name="crit chance" type="int">5</attr>
</object>
</object>
<object name="room193">
<inherit name="editor_room" />
<exit alias="up" to="room192">
<inherit name="updirection" />
</exit>
<exit alias="northeast" to="room194">
<inherit name="northeastdirection" />
</exit>
<object name="apple juice barrel">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room194">
<inherit name="editor_room" />
<exit alias="southwest" to="room193">
<inherit name="southwestdirection" />
</exit>
<exit alias="southeast" to="room195">
<inherit name="southeastdirection" />
</exit>
<object name="Phalanx">
<inherit name="editor_object" />
<alias>Phalanx (1)</alias>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look>That's a strange food...</look>
</object>
</object>
<object name="room195">
<inherit name="editor_room" />
<exit alias="northwest" to="room194">
<inherit name="northwestdirection" />
</exit>
<exit alias="southwest" to="room196">
<inherit name="southwestdirection" />
</exit>
</object>
<object name="room196">
<inherit name="editor_room" />
<exit alias="northeast" to="room195">
<inherit name="northeastdirection" />
</exit>
<exit alias="northwest" to="room197">
<inherit name="northwestdirection" />
</exit>
</object>
<object name="room197">
<inherit name="editor_room" />
<exit alias="southeast" to="room196">
<inherit name="southeastdirection" />
</exit>
<exit alias="down" to="room198">
<inherit name="downdirection" />
</exit>
<object name="dead anaconda">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room198">
<inherit name="editor_room" />
<enter type="script">
if (Got(gold medal)) {
msg ("You show the gold medal and a phalanx unlifted the guardian gates")
UnlockExit (room198 to room199)
}
else {
msg ("The door is barricaded")
}
</enter>
<exit alias="up" to="room197">
<inherit name="updirection" />
</exit>
<exit name="room198 to room199" alias="northeast" to="room199">
<inherit name="northeastdirection" />
<locked />
</exit>
<object name="salamander">
<inherit name="editor_object" />
<alias1>salamander</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">1</atk>
<hp type="int">10</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">3</fast>
<slow type="int">5</slow>
<alias>salamander</alias>
<attr name="crit chance" type="int">25</attr>
</object>
</object>
<object name="room199">
<inherit name="editor_room" />
<exit alias="southwest" to="room198">
<inherit name="southwestdirection" />
</exit>
<exit alias="north" to="room200">
<inherit name="northdirection" />
</exit>
</object>
<object name="room200">
<inherit name="editor_room" />
<exit alias="south" to="room199">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room201">
<inherit name="northdirection" />
</exit>
</object>
<object name="room201">
<inherit name="editor_room" />
<onexit type="script">
MakeObjectVisible (twilight wolves)
</onexit>
<enter type="script">
firsttime {
msg ("You can hear howling repeatedly")
}
</enter>
<exit alias="south" to="room200">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room202">
<inherit name="northdirection" />
</exit>
<object name="mud">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="twilight wolves">
<inherit name="editor_object" />
<alias1>twilight wolves</alias1>
<alias2 type="string"></alias2>
<atk type="int">10</atk>
<hp type="int">70</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>twilight wolves</alias>
<fast type="int">1</fast>
<slow type="int">7</slow>
<attr name="crit chance" type="int">10</attr>
<visible type="boolean">false</visible>
</object>
</object>
<verb>
<property>gain5critchance</property>
<pattern>gain 5 crit chance</pattern>
<defaultexpression>"You can't gain 5 crit chance " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain3parryatk</property>
<pattern>gain 3 parry atk</pattern>
<defaultexpression>"You can't gain 3 parry atk " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>shatter</property>
<pattern>shatter</pattern>
<defaultexpression>"You can't shatter " + object.article + "."</defaultexpression>
</verb>
<object name="room202">
<inherit name="editor_room" />
<exit alias="south" to="room201">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room203">
<inherit name="northdirection" />
</exit>
<object name="cindered flag">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room203">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("down is boss")
msg ("west is boss")
}
</enter>
<exit alias="south" to="room202">
<inherit name="southdirection" />
</exit>
<exit alias="up" to="room204">
<inherit name="updirection" />
</exit>
<object name="bricks">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="down" to="room205">
<inherit name="downdirection" />
</exit>
<exit alias="west" to="room206">
<inherit name="westdirection" />
</exit>
</object>
<object name="room204">
<inherit name="editor_room" />
<enter type="script">
UnlockExit (room157 to room204)
msg ("Tower's gate is unlocked")
</enter>
<exit alias="down" to="room203">
<inherit name="downdirection" />
</exit>
<exit alias="up" to="room157">
<inherit name="updirection" />
</exit>
</object>
<object name="room205">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="up" to="room203">
<inherit name="updirection" />
</exit>
<object name="ignite salamander">
<inherit name="editor_object" />
<alias1>ignite salamander</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">5</atk>
<hp type="int">110</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">6</parryrequired>
<fast type="int">2</fast>
<slow type="int">6</slow>
<alias>ignite salamander</alias>
<attr name="crit chance" type="int">0</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room206">
<inherit name="editor_room" />
<enter type="script">
firsttime {
enemyloot
CloneObjectAndMoveHere (level_up)
}
</enter>
<exit alias="east" to="room203">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room207">
<inherit name="westdirection" />
</exit>
<object name="kitchen1">
<inherit name="editor_object" />
<alias>kitchen</alias>
<displayverbs type="stringlist" />
</object>
<object name="rainbow slime">
<inherit name="editor_object" />
<alias1>rainbow slime</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">450</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>rainbow slime</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
<noloot type="string"></noloot>
<boss type="string"></boss>
</object>
</object>
<object name="room207">
<inherit name="editor_room" />
<exit alias="east" to="room206">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room208">
<inherit name="westdirection" />
</exit>
<object name="corridor">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room208">
<inherit name="editor_room" />
<exit alias="east" to="room207">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room209">
<inherit name="westdirection" />
</exit>
<object name="painting">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room209">
<inherit name="editor_room" />
<enter type="script">
msg ("The door swings open")
</enter>
<exit alias="east" to="room208">
<inherit name="eastdirection" />
</exit>
<exit alias="south" to="room210">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room213">
<inherit name="westdirection" />
</exit>
<object name="wooden door">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room210">
<inherit name="editor_room" />
<exit alias="north" to="room209">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room211">
<inherit name="southdirection" />
</exit>
<object name="dirt path">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>dirt path</alias>
</object>
</object>
<object name="room211">
<inherit name="editor_room" />
<exit alias="north" to="room210">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room212">
<inherit name="southdirection" />
</exit>
<object name="dirt path1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>dirt path</alias>
</object>
<object name="lily valley">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room212">
<inherit name="editor_room" />
<exit alias="north" to="room211">
<inherit name="northdirection" />
</exit>
<object name="tombstone">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>tombstone (1)</alias>
<look>After praying, you feel blessed</look>
</object>
</object>
<object name="room213">
<inherit name="editor_room" />
<exit alias="east" to="room209">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room214">
<inherit name="westdirection" />
</exit>
<object name="skeleton">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room214">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("west is boss")
}
</enter>
<exit alias="east" to="room213">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room215">
<inherit name="westdirection" />
</exit>
<object name="vulture">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room215">
<inherit name="editor_room" />
<exit alias="east" to="room214">
<inherit name="eastdirection" />
</exit>
<object name="icy lich">
<inherit name="editor_object" />
<alias1>icy lich</alias1>
<alias2 type="string"></alias2>
<atk type="int">3</atk>
<hp type="int">100</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">3</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>icy lich</alias>
<fast type="int">4</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">77</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room216">
<inherit name="editor_room" />
<exit alias="south" to="room100">
<inherit name="southdirection" />
</exit>
<object name="lightning dragon">
<inherit name="editor_object" />
<alias1>lightning dragon</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">600</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>lightning dragon</alias>
<fast type="int">3</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">40</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room217">
<inherit name="editor_room" />
<enter type="script">
msg ("You escaped")
</enter>
<exit alias="southwest" to="room47">
<inherit name="southwestdirection" />
</exit>
<exit alias="northeast" to="room218">
<inherit name="northeastdirection" />
</exit>
</object>
<object name="room218">
<inherit name="editor_room" />
<exit alias="southwest" to="room217">
<inherit name="southwestdirection" />
</exit>
<exit alias="northeast" to="room219">
<inherit name="northeastdirection" />
</exit>
</object>
<object name="room219">
<inherit name="editor_room" />
<exit alias="southwest" to="room218">
<inherit name="southwestdirection" />
</exit>
<object name="roman village">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="huts">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="villagers">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>villagers (1)</alias>
<look>Forgot who you are? Exile</look>
</object>
<exit alias="northeast" to="room260">
<inherit name="northeastdirection" />
</exit>
</object>
<object name="room220">
<inherit name="editor_room" />
<exit alias="northeast" to="room88">
<inherit name="northeastdirection" />
</exit>
<exit alias="north" to="room221">
<inherit name="northdirection" />
</exit>
<object name="senbonsakura samurai">
<inherit name="editor_object" />
<alias1>senbonsakura samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">500</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>senbonsakura samurai</alias>
<fast type="int">1</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">0</attr>
<scenery type="boolean">false</scenery>
<boss type="string"></boss>
</object>
</object>
<object name="room221">
<inherit name="editor_room" />
<exit alias="south" to="room220">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room88">
<inherit name="eastdirection" />
</exit>
<object name="mad doctor">
<inherit name="editor_object" />
<alias>mad doctor (1)</alias>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look>The dragon pills does not makes you more human, it actually makes you more draconic</look>
</object>
</object>
<object name="room222">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (chainsaw automaton.hp>0) {
msg ("You got surprised chainsawed<br/>You take 4 damage")
player.hp = player.hp-4
}
]]></enter>
<exit alias="north" to="room165">
<inherit name="northdirection" />
</exit>
<object name="chainsaw automaton">
<inherit name="editor_object" />
<alias1>chainsaw automaton</alias1>
<alias2 type="string"></alias2>
<atk type="int">5</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>chainsaw automaton</alias>
<fast type="int">2</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">11</attr>
<boss type="string"></boss>
</object>
<exit alias="down" to="room227">
<inherit name="downdirection" />
</exit>
</object>
<object name="room223">
<inherit name="editor_room" />
<exit alias="southeast" to="room101">
<inherit name="southeastdirection" />
</exit>
<exit alias="north" to="room224">
<inherit name="northdirection" />
</exit>
<object name="water well">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room224">
<inherit name="editor_room" />
<exit alias="south" to="room223">
<inherit name="southdirection" />
</exit>
<exit alias="northwest" to="room225">
<inherit name="northwestdirection" />
</exit>
<object name="bamboo path">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room225">
<inherit name="editor_room" />
<exit alias="southeast" to="room224">
<inherit name="southeastdirection" />
</exit>
<exit alias="west" to="room226">
<inherit name="westdirection" />
</exit>
<object name="raccoon">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room226">
<inherit name="editor_room" />
<enter type="script">
</enter>
<exit alias="east" to="room225">
<inherit name="eastdirection" />
</exit>
<object name="fox maiden">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>fox maiden (1)</alias>
<look>People say they come to pray for us, when in fact, they are praying for themselves</look>
</object>
<object name="fox shrine">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look>Glinting coins</look>
<alias>fox shrine (1)</alias>
</object>
<exit alias="south" to="room387">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room390">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room392">
<inherit name="northdirection" />
</exit>
<object name="electricity blade">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>The electricity seems to empower you instead of injuring you</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">70</accuracy>
<deflect type="int">10</deflect>
<ignite type="int">30</ignite>
<vortex type="int">0</vortex>
<stun type="int">2</stun>
<glacier type="int">40</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room227">
<inherit name="editor_room" />
<exit alias="up" to="room222">
<inherit name="updirection" />
</exit>
<exit alias="south" to="room228">
<inherit name="southdirection" />
</exit>
</object>
<object name="room228">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
firsttime {
msg ("1. west adventure have 0% success rate<br/>2. west adventure have 100% success rate")
}
]]></enter>
<exit alias="north" to="room227">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room229">
<inherit name="eastdirection" />
</exit>
<exit name="room228 to room359" alias="west" to="room359">
<inherit name="westdirection" />
<locked />
</exit>
</object>
<object name="room229">
<inherit name="editor_room" />
<exit alias="west" to="room228">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room230">
<inherit name="eastdirection" />
</exit>
<object name="blacksuit assassin1">
<inherit name="editor_object" />
<alias1>blacksuit assassin</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">1</atk>
<hp type="int">12</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">1</fast>
<slow type="int">3</slow>
<alias>blacksuit assassin</alias>
<attr name="crit chance" type="int">40</attr>
</object>
<object name="blacksuit assassin2">
<inherit name="editor_object" />
<alias1>blacksuit assassin</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">1</atk>
<hp type="int">12</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">1</fast>
<slow type="int">3</slow>
<alias>blacksuit assassin</alias>
<attr name="crit chance" type="int">40</attr>
</object>
<object name="twin shadow1">
<inherit name="editor_object" />
<alias1>twin shadow</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">4</fast>
<slow type="int">5</slow>
<alias>twin shadow</alias>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="twin shadow2">
<inherit name="editor_object" />
<alias1>twin shadow</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">4</fast>
<slow type="int">5</slow>
<alias>twin shadow</alias>
<attr name="crit chance" type="int">0</attr>
</object>
</object>
<object name="room230">
<inherit name="editor_room" />
<exit alias="west" to="room229">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room231">
<inherit name="eastdirection" />
</exit>
<object name="cannon girl1">
<inherit name="editor_object" />
<alias1>cannon girl</alias1>
<alias2 type="string"></alias2>
<atk type="int">5</atk>
<hp type="int">20</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cannon girl</alias>
<fast type="int">3</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">35</attr>
</object>
</object>
<object name="room231">
<inherit name="editor_room" />
<exit alias="west" to="room230">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room232">
<inherit name="eastdirection" />
</exit>
<object name="treasure vault">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room232">
<inherit name="editor_room" />
<exit alias="west" to="room231">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room233">
<inherit name="southdirection" />
</exit>
<object name="beautiful robe">
<inherit name="editor_object" />
<alias>beautiful robe (1)</alias>
<look>Many needles hiding inside it</look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
</object>
<object name="silver kunai">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A sharp throwing knife</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">70</accuracy>
<deflect type="int">0</deflect>
<ignite type="int">0</ignite>
<vortex type="int">60</vortex>
<stun type="int">0</stun>
<glacier type="int">0</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room233">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("south is boss")
}
</enter>
<exit alias="north" to="room232">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room234">
<inherit name="southdirection" />
</exit>
<object name="darkness1">
<inherit name="editor_object" />
<alias>darkness</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room234">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("There is a thick fog")
}
</enter>
<onexit type="script">
MakeObjectVisible (old geisha)
</onexit>
<exit alias="north" to="room233">
<inherit name="northdirection" />
</exit>
<exit alias="southwest" to="room235">
<inherit name="southwestdirection" />
</exit>
<object name="old geisha">
<inherit name="editor_object" />
<alias1>old geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">11</atk>
<hp type="int">88</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>old geisha</alias>
<fast type="int">3</fast>
<slow type="int">7</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
<boss type="string"></boss>
</object>
</object>
<object name="room235">
<inherit name="editor_room" />
<exit alias="northeast" to="room234">
<inherit name="northeastdirection" />
</exit>
<exit alias="west" to="room236">
<inherit name="westdirection" />
</exit>
<object name="cave exit">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="lake">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="rowing boat">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="south" to="room348">
<inherit name="southdirection" />
</exit>
<object name="fear">
<inherit name="editor_object" />
<alias>fear (1)</alias>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look>A chilly sound comes from the moving water and the cave's echo</look>
</object>
</object>
<object name="room236">
<inherit name="editor_room" />
<onexit type="script">
MakeObjectVisible (misty geisha2)
MakeObjectVisible (misty geisha3)
MakeObjectVisible (misty geisha4)
MakeObjectVisible (misty geisha5)
MakeObjectVisible (misty geisha6)
MakeObjectVisible (misty geisha7)
MakeObjectVisible (misty geisha8)
MakeObjectVisible (misty geisha9)
</onexit>
<enter type="script">
firsttime {
msg ("There is a thick fog")
}
</enter>
<exit alias="east" to="room235">
<inherit name="eastdirection" />
</exit>
<object name="misty geisha2">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
<object name="misty geisha3">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
<object name="misty geisha4">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
<object name="misty geisha5">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
<object name="misty geisha6">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
<object name="misty geisha7">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
<object name="misty geisha8">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
<object name="misty geisha9">
<inherit name="editor_object" />
<alias1>misty geisha</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">8</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>misty geisha</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">20</attr>
<visible type="boolean">false</visible>
</object>
</object>
<object name="room237">
<inherit name="editor_room" />
<exit alias="southwest" to="room137">
<inherit name="southwestdirection" />
</exit>
<exit alias="northeast" to="room238">
<inherit name="northeastdirection" />
</exit>
<object name="dragonspring stream">
<inherit name="editor_object" />
<alias>dragonspring stream</alias>
<displayverbs type="stringlist" />
</object>
<object name="redeye salmon">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room238">
<inherit name="editor_room" />
<exit alias="southwest" to="room237">
<inherit name="southwestdirection" />
</exit>
<exit alias="northeast" to="room239">
<inherit name="northeastdirection" />
</exit>
<object name="dragonspring stream1">
<inherit name="editor_object" />
<alias>dragonspring stream</alias>
<displayverbs type="stringlist" />
</object>
<object name="mudskipper">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room239">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("north is boss")
}
</enter>
<exit alias="southwest" to="room238">
<inherit name="southwestdirection" />
</exit>
<exit alias="northeast" to="room240">
<inherit name="northeastdirection" />
</exit>
<object name="dragonspring stream2">
<inherit name="editor_object" />
<alias>dragonspring stream</alias>
<displayverbs type="stringlist" />
</object>
<exit alias="north" to="room241">
<inherit name="northdirection" />
</exit>
<object name="kuma">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room240">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
msg ("The sunset view from here is amazing,<br/>this is a good place to gather your energy by meditating here")
]]></enter>
<exit alias="southwest" to="room239">
<inherit name="southwestdirection" />
</exit>
<object name="wushu master">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>wushu master (1)</alias>
<look><![CDATA[Before even you had a chance to pull your weapon,<br/>Wushu master: I admit defeat]]></look>
</object>
<object name="clifftop">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="devil fist">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>Your vision is fading...</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">10</accuracy>
<deflect type="int">70</deflect>
<ignite type="int">50</ignite>
<vortex type="int">50</vortex>
<stun type="int">2</stun>
<glacier type="int">-50</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<visible type="boolean">false</visible>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room241">
<inherit name="editor_room" />
<exit alias="south" to="room239">
<inherit name="southdirection" />
</exit>
<object name="mansion">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>mansion</alias>
</object>
<exit alias="west" to="room242">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room243">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room244">
<inherit name="eastdirection" />
</exit>
<object name="dracula">
<inherit name="editor_object" />
<alias1>dracula</alias1>
<alias2 type="string"></alias2>
<atk type="int">9</atk>
<hp type="int">330</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>dracula</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room242">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("down adventure have 90% success rate")
}
</enter>
<exit alias="east" to="room241">
<inherit name="eastdirection" />
</exit>
<exit alias="down" to="room245">
<inherit name="downdirection" />
</exit>
<object name="kitchen2">
<inherit name="editor_object" />
<alias>kitchen</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room243">
<inherit name="editor_room" />
<exit alias="south" to="room241">
<inherit name="southdirection" />
</exit>
<exit alias="down" to="room246">
<inherit name="downdirection" />
</exit>
<object name="library">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room244">
<inherit name="editor_room" />
<exit alias="west" to="room241">
<inherit name="westdirection" />
</exit>
<exit alias="down" to="room247">
<inherit name="downdirection" />
</exit>
<object name="bedroom">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room245">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
msg ("Dun drink from the blood pool,<br/>you are probably going to die from that,<br/><br/>no,<br/><br/>you are not going to become a vampire from drinking that,<br/>unless you are very lucky")
]]></enter>
<exit alias="up" to="room242">
<inherit name="updirection" />
</exit>
<object name="blood pool">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<alias>blood pool (1)</alias>
<use type="script"><![CDATA[
if (RandomChance(90)) {
msg ("You have become a vampire,<br/>additional skill attacks have been added")
player.vampire = true
}
else {
msg ("You died.")
finish
}
]]></use>
</object>
</object>
<object name="room246">
<inherit name="editor_room" />
<exit alias="up" to="room243">
<inherit name="updirection" />
</exit>
<object name="torture chair">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room247">
<inherit name="editor_room" />
<exit alias="up" to="room244">
<inherit name="updirection" />
</exit>
<object name="burial chamber">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room248">
<inherit name="editor_room" />
<exit alias="north" to="room137">
<inherit name="northdirection" />
</exit>
<object name="necropolis">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="down" to="room249">
<inherit name="downdirection" />
</exit>
</object>
<object name="room249">
<inherit name="editor_room" />
<exit alias="up" to="room248">
<inherit name="updirection" />
</exit>
<exit alias="down" to="room250">
<inherit name="downdirection" />
</exit>
<object name="keys">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room250">
<inherit name="editor_room" />
<exit alias="up" to="room249">
<inherit name="updirection" />
</exit>
<exit alias="down" to="room251">
<inherit name="downdirection" />
</exit>
<object name="darkness2">
<inherit name="editor_object" />
<alias>darkness</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room251">
<inherit name="editor_room" />
<enter type="script">
msg ("You are not going to sleep in here with the dead, are you?")
</enter>
<exit alias="up" to="room250">
<inherit name="updirection" />
</exit>
<exit alias="south" to="room252">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room254">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room256">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room258">
<inherit name="westdirection" />
</exit>
<object name="scrying basin">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look>You look into the future, but it is not of your own</look>
<alias>scrying basin (1)</alias>
</object>
</object>
<object name="room252">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (cyclops.hp>0) {
msg ("A red laser blistered your skin<br/>You are dealt 1 damage")
player.hp = player.hp-1
}
firsttime {
msg ("south is boss")
}
]]></enter>
<exit alias="north" to="room251">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room253">
<inherit name="southdirection" />
</exit>
<object name="thick mossy walls3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>thick mossy walls</alias>
</object>
</object>
<object name="room253">
<inherit name="editor_room" />
<exit alias="north" to="room252">
<inherit name="northdirection" />
</exit>
<object name="cyclops">
<inherit name="editor_object" />
<alias1>cyclops</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">150</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cyclops</alias>
<fast type="int">1</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">100</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room254">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (cyclops.hp>0) {
msg ("A red laser blistered your skin<br/>You are dealt 1 damage")
player.hp = player.hp-1
}
]]></enter>
<exit alias="west" to="room251">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room255">
<inherit name="eastdirection" />
</exit>
<object name="thick mossy walls">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>thick mossy walls</alias>
</object>
</object>
<object name="room255">
<inherit name="editor_room" />
<exit alias="west" to="room254">
<inherit name="westdirection" />
</exit>
<object name="undead mrangel">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>undead mrangel (1)</alias>
<look><![CDATA[credits: mrangel<br/>average attack timer interval <br/>https://textadventures.co.uk/forum/quest/topic/dpwwos2no0i6wg_cji0yig/how-to-use-timer-to-detect-the-last-enemys-attribute-in-the-room<br/><br/>Inspiration: Jennifer Wren<br/>time pressure gameplay<br/>https://textadventures.co.uk/forum/games/topic/z6vszrfdaucgodqvn2osig/sailrock-home<br/><br/>darklizerd<br/>for explaining in the long ago past, "draft first then fix later", he was talking about story writing though, I am now using the same advice for mapping and enemies design]]></look>
</object>
</object>
<object name="room256">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (cyclops.hp>0) {
msg ("A red laser blistered your skin<br/>You are dealt 1 damage")
player.hp = player.hp-1
}
]]></enter>
<exit alias="south" to="room251">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room257">
<inherit name="northdirection" />
</exit>
<object name="thick mossy walls1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>thick mossy walls</alias>
</object>
</object>
<object name="room257">
<inherit name="editor_room" />
<exit alias="south" to="room256">
<inherit name="southdirection" />
</exit>
<object name="undead paladin">
<inherit name="editor_object" />
<alias>undead paladin (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room258">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (cyclops.hp>0) {
msg ("A red laser blistered your skin<br/>You are dealt 1 damage")
player.hp = player.hp-1
}
]]></enter>
<exit alias="east" to="room251">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room259">
<inherit name="westdirection" />
</exit>
<object name="thick mossy walls2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>thick mossy walls</alias>
</object>
</object>
<object name="room259">
<inherit name="editor_room" />
<exit alias="east" to="room258">
<inherit name="eastdirection" />
</exit>
<object name="undead archer">
<inherit name="editor_object" />
<alias>undead archer (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
msg ("It exploded")
msg ("Player loses a huge amount of health")
msg ("20 hp deducted")
player.hp = player.hp-20
msg ("Player hp: "+player.hp)
</shatter>
</object>
</object>
<object name="room260">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (ListContains(ScopeVisible(), death trap)) {
msg ("You got injured in the death trap<br/>You lose 15 health")
player.hp = player.hp-15
msg ("Player hp: "+player.hp)
}
firsttime {
msg ("northeast is boss")
}
]]></enter>
<exit alias="southwest" to="room219">
<inherit name="southwestdirection" />
</exit>
<exit alias="northwest" to="room261">
<inherit name="northwestdirection" />
</exit>
<exit alias="northeast" to="room262">
<inherit name="northeastdirection" />
</exit>
<exit alias="southeast" to="room263">
<inherit name="southeastdirection" />
</exit>
<object name="sycamore3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>sycamore</alias>
</object>
<object name="blueberry bush1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>blueberry bush</alias>
</object>
<object name="death trap">
<inherit name="editor_object" />
<alias>death trap (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room261">
<inherit name="editor_room" />
<exit alias="southeast" to="room260">
<inherit name="southeastdirection" />
</exit>
<exit alias="northeast" to="room264">
<inherit name="northeastdirection" />
</exit>
<object name="blueberry bush">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>blueberry bush</alias>
</object>
</object>
<object name="room262">
<inherit name="editor_room" />
<exit alias="southwest" to="room260">
<inherit name="southwestdirection" />
</exit>
<exit alias="northwest" to="room264">
<inherit name="northwestdirection" />
</exit>
<exit alias="southeast" to="room265">
<inherit name="southeastdirection" />
</exit>
<exit alias="northeast" to="room267">
<inherit name="northeastdirection" />
</exit>
<object name="wolf druid">
<inherit name="editor_object" />
<alias1>wolf druid</alias1>
<alias2 type="string"></alias2>
<atk type="int">3</atk>
<hp type="int">70</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>wolf druid</alias>
<fast type="int">2</fast>
<slow type="int">7</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="sycamore">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>sycamore</alias>
</object>
<object name="sycamore1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>sycamore</alias>
</object>
<object name="sycamore2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>sycamore</alias>
</object>
<object name="scorpion king">
<inherit name="editor_object" />
<alias1>scorpion king</alias1>
<alias2 type="string"></alias2>
<atk type="int">15</atk>
<hp type="int">150</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>scorpion king</alias>
<fast type="int">3</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room263">
<inherit name="editor_room" />
<exit alias="northwest" to="room260">
<inherit name="northwestdirection" />
</exit>
<exit alias="northeast" to="room265">
<inherit name="northeastdirection" />
</exit>
<object name="rosy thorns">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="sword of roses">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A deadly beauty</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">100</accuracy>
<deflect type="int">10</deflect>
<ignite type="int">0</ignite>
<vortex type="int">20</vortex>
<stun type="int">3</stun>
<glacier type="int">10</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room264">
<inherit name="editor_room" />
<exit alias="southwest" to="room261">
<inherit name="southwestdirection" />
</exit>
<exit alias="southeast" to="room262">
<inherit name="southeastdirection" />
</exit>
<exit alias="northeast" to="room268">
<inherit name="northeastdirection" />
</exit>
<object name="treant">
<inherit name="editor_object" />
<alias1>treant</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">80</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>treant</alias>
<fast type="int">5</fast>
<slow type="int">8</slow>
<attr name="crit chance" type="int">30</attr>
</object>
<object name="juniper2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>juniper</alias>
</object>
<object name="dragonfly river">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room265">
<inherit name="editor_room" />
<exit alias="northwest" to="room262">
<inherit name="northwestdirection" />
</exit>
<exit alias="southwest" to="room263">
<inherit name="southwestdirection" />
</exit>
<exit alias="northeast" to="room266">
<inherit name="northeastdirection" />
</exit>
<object name="sycamore4">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>sycamore</alias>
</object>
<object name="walnut">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="wisp">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<alias>wisp (heal)</alias>
<use type="script">
player.hp = player.maxhp+player.maxhp2
msg ("Healed to max hp!")
RemoveObject (this)
</use>
</object>
</object>
<object name="room266">
<inherit name="editor_room" />
<exit alias="southwest" to="room265">
<inherit name="southwestdirection" />
</exit>
<exit alias="northwest" to="room267">
<inherit name="northwestdirection" />
</exit>
<object name="elf princess">
<inherit name="editor_object" />
<alias1>elf princess</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">50</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>elf princess</alias>
<fast type="int">1</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
</object>
</object>
<object name="room267">
<inherit name="editor_room" />
<exit alias="southwest" to="room262">
<inherit name="southwestdirection" />
</exit>
<exit alias="southeast" to="room266">
<inherit name="southeastdirection" />
</exit>
<exit alias="northwest" to="room268">
<inherit name="northwestdirection" />
</exit>
<object name="giant boar">
<inherit name="editor_object" />
<alias1>giant boar</alias1>
<alias2 type="string"></alias2>
<atk type="int">5</atk>
<hp type="int">90</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>giant boar</alias>
<fast type="int">2</fast>
<slow type="int">8</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="juniper3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>juniper</alias>
</object>
<exit alias="northeast" to="room333">
<inherit name="northeastdirection" />
</exit>
</object>
<object name="room268">
<inherit name="editor_room" />
<exit alias="southwest" to="room264">
<inherit name="southwestdirection" />
</exit>
<exit alias="southeast" to="room267">
<inherit name="southeastdirection" />
</exit>
<object name="juniper">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>juniper</alias>
</object>
<object name="juniper1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>juniper</alias>
</object>
</object>
<object name="room269">
<inherit name="editor_room" />
<exit alias="west" to="room96">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room270">
<inherit name="eastdirection" />
</exit>
<object name="ice pillar2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>ice pillar</alias>
</object>
</object>
<object name="room270">
<inherit name="editor_room" />
<exit alias="west" to="room269">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room271">
<inherit name="eastdirection" />
</exit>
<object name="ice pillar1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>ice pillar</alias>
</object>
</object>
<object name="room271">
<inherit name="editor_room" />
<exit alias="west" to="room270">
<inherit name="westdirection" />
</exit>
<object name="ice pillar">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>ice pillar</alias>
</object>
<object name="ice longsword">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>You can't hold this for long before it hurts you with its coldness</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">85</accuracy>
<deflect type="int">10</deflect>
<ignite type="int">0</ignite>
<vortex type="int">10</vortex>
<stun type="int">0</stun>
<glacier type="int">80</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room272">
<inherit name="editor_room" />
<exit alias="southwest" to="room102">
<inherit name="southwestdirection" />
</exit>
<exit alias="north" to="room273">
<inherit name="northdirection" />
</exit>
<object name="geisha">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room273">
<inherit name="editor_room" />
<exit alias="south" to="room272">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room274">
<inherit name="northdirection" />
</exit>
<object name="broken carriage">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room274">
<inherit name="editor_room" />
<exit alias="south" to="room273">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room275">
<inherit name="northdirection" />
</exit>
<object name="cobblestone path">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room275">
<inherit name="editor_room" />
<exit alias="south" to="room274">
<inherit name="southdirection" />
</exit>
<exit alias="northwest" to="room276">
<inherit name="northwestdirection" />
</exit>
<object name="gecko">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room276">
<inherit name="editor_room" />
<exit alias="southeast" to="room275">
<inherit name="southeastdirection" />
</exit>
<exit alias="west" to="room277">
<inherit name="westdirection" />
</exit>
<object name="troll bridge">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room277">
<inherit name="editor_room" />
<exit alias="east" to="room276">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room278">
<inherit name="northdirection" />
</exit>
<object name="stone dragon">
<inherit name="editor_object" />
<alias1>stone dragon</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">600</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>stone dragon</alias>
<fast type="int">3</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">40</attr>
</object>
</object>
<object name="room278">
<inherit name="editor_room" />
<exit alias="south" to="room277">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room279">
<inherit name="northdirection" />
</exit>
<object name="lightning">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room279">
<inherit name="editor_room" />
<exit alias="south" to="room278">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room280">
<inherit name="northdirection" />
</exit>
<object name="wrecked_houses">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>wrecked houses</alias>
</object>
</object>
<object name="room280">
<inherit name="editor_room" />
<exit alias="south" to="room279">
<inherit name="southdirection" />
</exit>
<object name="tempest wind">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="vortex blade">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A lonely shadow</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">70</accuracy>
<deflect type="int">30</deflect>
<ignite type="int">10</ignite>
<vortex type="int">90</vortex>
<stun type="int">0</stun>
<glacier type="int">20</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room281">
<inherit name="editor_room" />
<exit alias="north" to="room19">
<inherit name="northdirection" />
</exit>
<object name="snake shaman">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>snake shaman (1)</alias>
<look><![CDATA[Nowadays, people use dragon pills to do trading<br/>Nobody wants to trade my gold pieces anymore]]></look>
</object>
</object>
<object name="room282">
<inherit name="editor_room" />
<exit alias="down" to="room176">
<inherit name="downdirection" />
</exit>
<exit alias="north" to="room283">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room291">
<inherit name="eastdirection" />
</exit>
<object name="general isshin">
<inherit name="editor_object" />
<alias1>general isshin</alias1>
<alias2 type="string"></alias2>
<atk type="int">2</atk>
<hp type="int">500</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">4</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>general isshin</alias>
<fast type="int">3</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">20</attr>
<boss type="string"></boss>
</object>
<object name="book of damnation">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>book of damnation (1)</alias>
<look><![CDATA[The world is a planet<br/>The planet's orbit changes its seasons and environment<br/>Humans live on few parameters<br/>Dragons live on most parameters<br/>Ghouls live long at underneath]]></look>
</object>
</object>
<object name="room283">
<inherit name="editor_room" />
<exit alias="south" to="room282">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room284">
<inherit name="northdirection" />
</exit>
<object name="ancient piano">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<use type="script">
msg ("Out of tune")
</use>
</object>
</object>
<object name="room284">
<inherit name="editor_room" />
<exit alias="south" to="room283">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room285">
<inherit name="eastdirection" />
</exit>
<exit alias="down" to="room178">
<inherit name="downdirection" />
</exit>
<object name="drum">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room285">
<inherit name="editor_room" />
<exit alias="west" to="room284">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room286">
<inherit name="eastdirection" />
</exit>
<object name="cerberus">
<inherit name="editor_object" />
<alias1>cerberus</alias1>
<alias2 type="string"></alias2>
<atk type="int">5</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cerberus</alias>
<fast type="int">3</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">40</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room286">
<inherit name="editor_room" />
<exit alias="west" to="room285">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room287">
<inherit name="eastdirection" />
</exit>
<object name="maid">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room287">
<inherit name="editor_room" />
<exit alias="west" to="room286">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room288">
<inherit name="southdirection" />
</exit>
<exit alias="down" to="room181">
<inherit name="downdirection" />
</exit>
<object name="ivy plant">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room288">
<inherit name="editor_room" />
<exit alias="north" to="room287">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room289">
<inherit name="southdirection" />
</exit>
<object name="balloon ghost">
<inherit name="editor_object" />
<alias1>balloon ghost</alias1>
<alias2 type="string"></alias2>
<atk type="int">4</atk>
<hp type="int">100</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>balloon ghost</alias>
<fast type="int">4</fast>
<slow type="int">8</slow>
<attr name="crit chance" type="int">0</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room289">
<inherit name="editor_room" />
<exit alias="north" to="room288">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room290">
<inherit name="westdirection" />
</exit>
<exit alias="down" to="room183">
<inherit name="downdirection" />
</exit>
<object name="glass rooftop">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="excaliber">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>Sword of legend</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">100</accuracy>
<deflect type="int">50</deflect>
<ignite type="int">10</ignite>
<vortex type="int">20</vortex>
<stun type="int">0</stun>
<glacier type="int">30</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room290">
<inherit name="editor_room" />
<exit alias="east" to="room289">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room291">
<inherit name="westdirection" />
</exit>
<object name="chandelier">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room291">
<inherit name="editor_room" />
<exit alias="east" to="room290">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room282">
<inherit name="westdirection" />
</exit>
<object name="lit candle">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room292">
<inherit name="editor_room" />
<exit alias="east" to="room124">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room293">
<inherit name="westdirection" />
</exit>
<object name="broken fort">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="people_hiding">
<inherit name="editor_object" />
<alias>people hiding</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room293">
<inherit name="editor_room" />
<exit alias="east" to="room292">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room294">
<inherit name="westdirection" />
</exit>
<object name="broken market">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="shattered greatsword">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>An impressive war weapon that is broken into two pieces</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">50</accuracy>
<deflect type="int">50</deflect>
<ignite type="int">10</ignite>
<vortex type="int">0</vortex>
<stun type="int">1</stun>
<glacier type="int">0</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room294">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("north is boss")
}
</enter>
<exit alias="east" to="room293">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room295">
<inherit name="northdirection" />
</exit>
<object name="broken stable">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room295">
<inherit name="editor_room" />
<exit alias="south" to="room294">
<inherit name="southdirection" />
</exit>
<object name="tengu">
<inherit name="editor_object" />
<alias1>tengu</alias1>
<alias2 type="string"></alias2>
<atk type="int">8</atk>
<hp type="int">800</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>tengu</alias>
<fast type="int">4</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">0</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room296">
<inherit name="editor_room" />
<attr name="grid_length" type="int">1</attr>
<exit alias="southeast" to="room116">
<inherit name="southeastdirection" />
<attr name="grid_length" type="int">5</attr>
</exit>
<exit alias="west" to="room297">
<inherit name="westdirection" />
</exit>
<object name="resting inn">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="samurais">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="merchants">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="usagi">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room297">
<inherit name="editor_room" />
<attr name="grid_width" type="int">4</attr>
<attr name="grid_length" type="int">1</attr>
<exit alias="east" to="room296">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room298">
<inherit name="northdirection" />
</exit>
<object name="castle ledge">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="goblin ninja">
<inherit name="editor_object" />
<alias1>goblin ninja</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">10</atk>
<hp type="int">120</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">2</fast>
<slow type="int">4</slow>
<alias>goblin ninja</alias>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="goblin ninja1">
<inherit name="editor_object" />
<alias1>goblin ninja</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">10</atk>
<hp type="int">120</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">2</fast>
<slow type="int">4</slow>
<alias>goblin ninja</alias>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="goblin ninja2">
<inherit name="editor_object" />
<alias1>goblin ninja</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">10</atk>
<hp type="int">120</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">2</fast>
<slow type="int">4</slow>
<alias>goblin ninja</alias>
<attr name="crit chance" type="int">0</attr>
</object>
</object>
<object name="room298">
<inherit name="editor_room" />
<attr name="grid_width" type="int">6</attr>
<attr name="grid_length" type="int">6</attr>
<exit alias="south" to="room297">
<inherit name="southdirection" />
</exit>
<object name="cursed samurai">
<inherit name="editor_object" />
<alias1>cursed samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cursed samurai</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="cursed samurai1">
<inherit name="editor_object" />
<alias1>cursed samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cursed samurai</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="cursed samurai2">
<inherit name="editor_object" />
<alias1>cursed samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cursed samurai</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="cursed samurai3">
<inherit name="editor_object" />
<alias1>cursed samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cursed samurai</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="cursed samurai4">
<inherit name="editor_object" />
<alias1>cursed samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cursed samurai</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="cursed samurai5">
<inherit name="editor_object" />
<alias1>cursed samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cursed samurai</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="cursed samurai6">
<inherit name="editor_object" />
<alias1>cursed samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cursed samurai</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="cursed samurai7">
<inherit name="editor_object" />
<alias1>cursed samurai</alias1>
<alias2 type="string"></alias2>
<atk type="int">1</atk>
<hp type="int">200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">2</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>cursed samurai</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="accursed tsurugi">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>The sword is stained with a deep red blood</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">70</accuracy>
<deflect type="int">20</deflect>
<ignite type="int">80</ignite>
<vortex type="int">10</vortex>
<stun type="int">0</stun>
<glacier type="int">50</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room299">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
msg ("Congratz, you dig your graveyard<br/>Now what?")
]]></enter>
<exit alias="up" to="room">
<inherit name="updirection" />
</exit>
<object name="chapter1">
<inherit name="editor_object" />
<visible />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>chapter (x)</alias>
<look type="script"><![CDATA[
msg ("Chapter 1: The Fall of the Crimson Lotus<br/><br/>The air hummed with the cries of steel<br/>each blade slicing through friends and foes<br/><br/>The castle is the pinnacle of this power struggle<br/>All of this<br/>for just one pill<br/><br/>Crawling from the graveyards<br/>Men could not find peace<br/>And could not find death<br/><br/>They have been turned<br/>into ghouls<br/>driving them crazy<br/>making them kill<br/><br/>A lone figure approaches the player<br/>\"We served the same lord\"<br/>The player quickly eat the gifted pills<br/><br/>The player's hand is renewed from a dead one<br/>baring his cold steel<br/>he asked his companion to hunt together for more<br/><br/>\"I have already given up\"<br/>\"We are no less than ghouls\"<br/><br/>Before the samaritan could speak further<br/>The blade drives deep in him<br/><br/>\"I will release you from the shackles then\"<br/>said the player in cold blood<br/>")
RemoveObject (this)
]]></look>
</object>
<object name="chapter2">
<inherit name="editor_object" />
<visible />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>chapter (x)</alias>
<look type="script"><![CDATA[
msg ("Chapter 2: Shadows of the Fallen<br/><br/>Inside the labyrinth of the nightmarish castle<br/>shadows of deaths are everywhere<br/>The player paced cautiously<br/>avoiding the stone paths<br/>and the anguished cries<br/><br/>\"I must find the dragon pill\"<br/><br/>\"Aw, a cute little rat\"<br/><br/>A flickering torchlight hangs above the castle ledge<br/>The moon blade strikes from twelve hour<br/>The player parried just in time<br/><br/>The player's hand tightened around his long sword<br/>This time round<br/>he can't parry<br/>he have to kill<br/>or this will never end<br/><br/>Twelve series of blade strikes angered the player<br/>With a swift strike<br/>the player danced into the enemy's weak position<br/><br/>The enemy in clothes adorned with dragon motifs<br/>kneel down with unconscious eyes<br/>And his pocket being plundered<br/>until nothing is left<br/>")
RemoveObject (this)
]]></look>
</object>
<object name="chapter3">
<inherit name="editor_object" />
<visible />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>chapter (x)</alias>
<look type="script"><![CDATA[
msg ("sui ying is a slave as hinted by the shackles and the nearby shirtless noble, her family and house named \"anzai village\" is actually the destroyed village on the west side of map<br/><br/>the cursed samurais are based on real life, there is a castle that is still standing in the modern world, no matter how much they clean the blood stains, the blood stains returns. Tourists visiting the castle often hear paranormal fighting and footsteps sounds at night when everyone is supposed to be sleeping<br/><br/>many objects and enemies like trapped minotaur and ice longsword are based on v1 of this game which is called Sword Warrior Adventure (2020), it have always been my intention to be upgrading my games rather than redoing everything, unfortunately, the coding is messy and confusing most of the times, so it is easier to redo everything and take the inspiration only from the previous games<br/><br/>The heir is a delusion of the player, the headless body is the real body of the heir, some people can't accept the outcomes and deny the past, however, in that fierceful battle, the opposition leadership was slained as well, the culprit is the butterfly maiden locked inside an underground passage. The south have a mysterious cult but they are not interested in fighting for the throne, their agenda remains unknown. In the tall library, the general isshin is relaxing even when the kings are battling for the throne, this is because shogun/general title is separated from the king/noble title. <br/><br/>But in truth, general isshin lost 100 wars in the past 20 years, only one recent war victory brought him his title of a shogun, with all the enemy generals slained or imprisoned, there is no one left to challenge him, so he can idle in the library. But of course, anyone can try to become a general and challenge general isshin again, but in a kingless country, poverty spreads, combined with the weird weather, the rot spreads as well, people are becoming ghouls, rather than trying to become soldiers or generals, people are trying to become rich and hoard onto dragon pills to save themselves and their loved ones<br/><br/>In summary there are 6 factions<br/>1. unknown slain king (imposter, not actual child of the last king)<br/>2. actual heir but head chopped off<br/>3. successful assassin named butterfly maiden<br/>4. the underworld cult filled with mostly woman and titled as geishas<br/>5. military units like general, soldiers, samurais, ninjas, with general isshin at the top of the command chain<br/>6. neutral units like traders, draculas, robots, villagers, farmers, creatures, etc<br/>")
RemoveObject (this)
]]></look>
</object>
</object>
<object name="room300">
<inherit name="editor_room" />
<exit alias="up" to="room76">
<inherit name="updirection" />
</exit>
<object name="giant koi">
<inherit name="editor_object" />
<alias1>giant koi</alias1>
<alias2 type="string"></alias2>
<atk type="int">6</atk>
<hp type="int">1200</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>giant koi</alias>
<fast type="int">5</fast>
<slow type="int">10</slow>
<attr name="crit chance" type="int">20</attr>
<boss type="string"></boss>
</object>
</object>
<verb>
<property>gain5shuriken</property>
<pattern>gain 5 shuriken</pattern>
<defaultexpression>"You can't gain 5 shuriken " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain1shatter</property>
<pattern>gain 1 shatter</pattern>
<defaultexpression>"You can't gain 1 shatter " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain5accuracy</property>
<pattern>gain 5 accuracy</pattern>
<defaultexpression>"You can't gain 5 accuracy " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain5ignite</property>
<pattern>gain 5 ignite</pattern>
<defaultexpression>"You can't gain 5 ignite " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain5vortex</property>
<pattern>gain 5 vortex</pattern>
<defaultexpression>"You can't gain 5 vortex " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain5glacier</property>
<pattern>gain 5 glacier</pattern>
<defaultexpression>"You can't gain 5 glacier " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>meditate</property>
<pattern>meditate</pattern>
<defaultexpression>"You can't meditate " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>drinksake</property>
<pattern>drink sake</pattern>
<defaultexpression>"You can't drink sake " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>sleep</property>
<pattern>sleep</pattern>
<defaultexpression>"You can't sleep " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain5slash</property>
<pattern>gain 5 slash</pattern>
<defaultexpression>"You can't gain 5 slash " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain5draconic</property>
<pattern>gain 5 draconic</pattern>
<defaultexpression>"You can't gain 5 draconic " + object.article + "."</defaultexpression>
</verb>
<object name="room301">
<inherit name="editor_room" />
<enter type="script">
firsttime {
enemyloot
}
</enter>
<exit alias="west" to="room151">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room302">
<inherit name="eastdirection" />
</exit>
<exit alias="northeast" to="room303">
<inherit name="northeastdirection" />
</exit>
<object name="slime1">
<inherit name="editor_object" />
<alias1>slime</alias1>
<alias2 type="string"></alias2>
<atk type="int">0</atk>
<hp type="int">50</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>slime</alias>
<fast type="int">3</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">0</attr>
<noloot type="string"></noloot>
</object>
</object>
<object name="room302">
<inherit name="editor_room" />
<enter type="script"><![CDATA[
if (lighthouse.alias="shining lighthouse" and lighthouse1.alias="shining lighthouse") {
msg ("The black gates have opened<br/>You hear a howling sound from beyond")
UnlockExit (room302 to room307)
}
else {
msg ("The black gates are tightly shut")
}
]]></enter>
<exit alias="west" to="room301">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room303">
<inherit name="northdirection" />
</exit>
<exit name="room302 to room307" alias="east" to="room307">
<inherit name="eastdirection" />
<locked />
</exit>
</object>
<object name="room303">
<inherit name="editor_room" />
<exit alias="southwest" to="room301">
<inherit name="southwestdirection" />
</exit>
<exit alias="south" to="room302">
<inherit name="southdirection" />
</exit>
<object name="lighthouse1">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<alias>lighthouse (1)</alias>
<use type="script">
this.alias = "shining lighthouse"
</use>
</object>
</object>
<object name="room304">
<inherit name="editor_room" />
<enter type="script">
firsttime {
enemyloot
}
</enter>
<exit alias="east" to="room151">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room305">
<inherit name="westdirection" />
</exit>
<exit alias="northwest" to="room306">
<inherit name="northwestdirection" />
</exit>
<object name="slime2">
<inherit name="editor_object" />
<alias1>slime</alias1>
<alias2 type="string"></alias2>
<atk type="int">0</atk>
<hp type="int">50</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>slime</alias>
<fast type="int">3</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">0</attr>
<noloot type="string"></noloot>
</object>
</object>
<object name="room305">
<inherit name="editor_room" />
<exit alias="east" to="room304">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room306">
<inherit name="northdirection" />
</exit>
</object>
<object name="room306">
<inherit name="editor_room" />
<enter type="script">
firsttime {
enemyloot
}
</enter>
<exit alias="southeast" to="room304">
<inherit name="southeastdirection" />
</exit>
<exit alias="south" to="room305">
<inherit name="southdirection" />
</exit>
<object name="lighthouse">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<alias>lighthouse (1)</alias>
<use type="script">
this.alias = "shining lighthouse"
</use>
</object>
<object name="slime3">
<inherit name="editor_object" />
<alias1>slime</alias1>
<alias2 type="string"></alias2>
<atk type="int">0</atk>
<hp type="int">50</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>slime</alias>
<fast type="int">3</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">0</attr>
<noloot type="string"></noloot>
</object>
</object>
<object name="room307">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("east is boss")
}
</enter>
<exit alias="west" to="room302">
<inherit name="westdirection" />
</exit>
<object name="black gates">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="east" to="room308">
<inherit name="eastdirection" />
</exit>
<object name="hell hound">
<inherit name="editor_object" />
<useindividualverblist />
<usestandardverblist type="boolean">false</usestandardverblist>
</object>
</object>
<object name="room308">
<inherit name="editor_room" />
<enter type="script">
firsttime {
enemyloot
}
</enter>
<exit alias="west" to="room307">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room309">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room310">
<inherit name="southdirection" />
</exit>
<object name="empty well">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="east" to="room311">
<inherit name="eastdirection" />
</exit>
<object name="dracula1">
<inherit name="editor_object" />
<alias1>dracula</alias1>
<alias2 type="string"></alias2>
<atk type="int">9</atk>
<hp type="int">330</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>dracula</alias>
<fast type="int">2</fast>
<slow type="int">4</slow>
<attr name="crit chance" type="int">0</attr>
<boss type="string"></boss>
</object>
<object name="slime">
<inherit name="editor_object" />
<alias1>slime</alias1>
<alias2 type="string"></alias2>
<atk type="int">0</atk>
<hp type="int">50</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>slime</alias>
<fast type="int">3</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">0</attr>
<noloot type="string"></noloot>
</object>
</object>
<object name="room309">
<inherit name="editor_room" />
<exit alias="south" to="room308">
<inherit name="southdirection" />
</exit>
<object name="giant gargoyle statue">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room310">
<inherit name="editor_room" />
<exit alias="north" to="room308">
<inherit name="northdirection" />
</exit>
<object name="giant gargoyle statue1">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room311">
<inherit name="editor_room" />
<exit alias="west" to="room308">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room312">
<inherit name="eastdirection" />
</exit>
<object name="black slither">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room312">
<inherit name="editor_room" />
<exit alias="west" to="room311">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room313">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room314">
<inherit name="southdirection" />
</exit>
<exit alias="northeast" to="room315">
<inherit name="northeastdirection" />
</exit>
<exit alias="southeast" to="room316">
<inherit name="southeastdirection" />
</exit>
<exit alias="down" to="room317">
<inherit name="downdirection" />
</exit>
<object name="bronze pillars">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="white rug">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit name="room312 to room331" alias="up" to="room331">
<inherit name="updirection" />
<locked />
</exit>
</object>
<object name="room313">
<inherit name="editor_room" />
<exit alias="south" to="room312">
<inherit name="southdirection" />
</exit>
<object name="botanical domes">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room314">
<inherit name="editor_room" />
<exit alias="north" to="room312">
<inherit name="northdirection" />
</exit>
<object name="toddler room">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="teddy bear">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room315">
<inherit name="editor_room" />
<exit alias="southwest" to="room312">
<inherit name="southwestdirection" />
</exit>
<object name="weights">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="ropes">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="piano1">
<inherit name="editor_object" />
<alias>piano</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room316">
<inherit name="editor_room" />
<exit alias="northwest" to="room312">
<inherit name="northwestdirection" />
</exit>
<object name="guest room">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="newspaper">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="agar leaves">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="crocodilian">
<inherit name="editor_object" />
<alias1>crocodilian</alias1>
<alias2 type="string"></alias2>
<atk type="int">3</atk>
<hp type="int">150</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>crocodilian</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">35</attr>
</object>
</object>
<object name="room317">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("east is boss")
}
</enter>
<exit alias="up" to="room312">
<inherit name="updirection" />
</exit>
<exit alias="east" to="room318">
<inherit name="eastdirection" />
</exit>
<object name="broken door with warning">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room318">
<inherit name="editor_room" />
<exit alias="west" to="room317">
<inherit name="westdirection" />
</exit>
<exit alias="down" to="room319">
<inherit name="downdirection" />
</exit>
<object name="tunnel">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="king gator">
<inherit name="editor_object" />
<alias1>king gator</alias1>
<alias2 type="string"></alias2>
<atk type="int">11</atk>
<hp type="int">600</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>king gator</alias>
<fast type="int">6</fast>
<slow type="int">8</slow>
<attr name="crit chance" type="int">10</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room319">
<inherit name="editor_room" />
<exit alias="up" to="room318">
<inherit name="updirection" />
</exit>
<exit alias="down" to="room320">
<inherit name="downdirection" />
<runscript type="boolean">false</runscript>
</exit>
<object name="shaft">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room320">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("You dropped down from a tall height")
msg ("5 damage taken")
player.hp = player.hp-5
}
</enter>
<exit alias="up" to="room319">
<inherit name="updirection" />
</exit>
<exit alias="east" to="room321">
<inherit name="eastdirection" />
</exit>
<exit alias="south" to="room322">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room323">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room324">
<inherit name="northdirection" />
</exit>
<object name="giant gargoyle statue2">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room321">
<inherit name="editor_room" />
<exit alias="west" to="room320">
<inherit name="westdirection" />
</exit>
<exit alias="northeast" to="room325">
<inherit name="northeastdirection" />
</exit>
<exit alias="southeast" to="room326">
<inherit name="southeastdirection" />
</exit>
<object name="giant gargoyle statue3">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
<object name="dirt">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room322">
<inherit name="editor_room" />
<exit alias="north" to="room320">
<inherit name="northdirection" />
</exit>
<exit alias="southeast" to="room327">
<inherit name="southeastdirection" />
</exit>
<exit alias="southwest" to="room328">
<inherit name="southwestdirection" />
</exit>
<object name="giant gargoyle statue6">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room323">
<inherit name="editor_room" />
<exit alias="east" to="room320">
<inherit name="eastdirection" />
</exit>
<exit alias="northwest" to="room329">
<inherit name="northwestdirection" />
</exit>
<exit alias="southwest" to="room330">
<inherit name="southwestdirection" />
</exit>
</object>
<object name="room324">
<inherit name="editor_room" />
<enter type="script">
msg ("north is jumping off cliff")
firsttime {
msg ("north adventure have 0% success rate")
}
</enter>
<exit alias="south" to="room320">
<inherit name="southdirection" />
</exit>
<object name="dark cliff valley">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<exit alias="north" to="room332">
<inherit name="northdirection" />
</exit>
</object>
<object name="room325">
<inherit name="editor_room" />
<exit alias="southwest" to="room321">
<inherit name="southwestdirection" />
</exit>
<object name="giant gargoyle statue4">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
<object name="giant gargoyle statue5">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room326">
<inherit name="editor_room" />
<exit alias="northwest" to="room321">
<inherit name="northwestdirection" />
</exit>
<object name="lamp">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="tent">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="pickaxe">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room327">
<inherit name="editor_room" />
<exit alias="northwest" to="room322">
<inherit name="northwestdirection" />
</exit>
<object name="giant gargoyle statue7">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room328">
<inherit name="editor_room" />
<exit alias="northeast" to="room322">
<inherit name="northeastdirection" />
</exit>
<object name="giant gargoyle statue8">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room329">
<inherit name="editor_room" />
<exit alias="southeast" to="room323">
<inherit name="southeastdirection" />
</exit>
<object name="giant gargoyle statue9">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
MakeObjectVisible (sword of chaos)
RemoveObject (this)
</shatter>
</object>
<object name="giant gargoyle statue10">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
<object name="giant gargoyle statue11">
<inherit name="editor_object" />
<alias>giant gargoyle statue (1)</alias>
<displayverbs type="stringlist" />
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
<object name="sword of chaos">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>This sword spells trouble, not for its user, but for the realm itself</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">90</accuracy>
<deflect type="int">50</deflect>
<ignite type="int">-10</ignite>
<vortex type="int">-20</vortex>
<stun type="int">0</stun>
<glacier type="int">0</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<visible type="boolean">false</visible>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room330">
<inherit name="editor_room" />
<exit alias="northeast" to="room323">
<inherit name="northeastdirection" />
</exit>
<object name="darkness3">
<inherit name="editor_object" />
<alias>darkness</alias>
<displayverbs type="stringlist" />
</object>
<object name="lucifer">
<inherit name="editor_object" />
<alias>lucifer (1)</alias>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look type="script"><![CDATA[
if (Got(sword of chaos) and Got(jeweled fence)) {
msg ("lucifer: Oh my, you found it<br/>Combine them together<br/><br/>The player attached the jewels carefully into the sword of chaos<br/>The blade starts giving off a slightly luminous blue shine<br/><br/>The blue light shimmers from the weapon showing an illusionary pathway<br/>\"Yes, you did it,\" the lucifer compliments you and walk towards the long traces of light path<br/>")
RemoveObject (jeweled fence)
RemoveObject (sword of chaos)
MakeObjectVisible (fenrir jaw)
}
else {
if (Got(sword of chaos)) {
msg ("lucifer: You found the sword, but...<br/>it is missing its mana stones<br/><br/>(Put quest item in your inventory and click look at lucifer again)")
}
else {
msg ("A long black hair woman<br/>You can hear some murmurs,\"Where is the sword?\"<br/><br/>You just realized she is emitting darkness,<br/>she is probably a sage, and probably a dangerous one<br/><br/>(Put quest item in your inventory and click look at lucifer again)")
}
}
]]></look>
</object>
<object name="fenrir jaw">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A short blade that looks unimpressive</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">60</accuracy>
<deflect type="int">30</deflect>
<ignite type="int">0</ignite>
<vortex type="int">100</vortex>
<stun type="int">1</stun>
<glacier type="int">80</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<visible type="boolean">false</visible>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room331">
<inherit name="editor_room" />
<exit alias="down" to="room312">
<inherit name="downdirection" />
</exit>
</object>
<object name="room332">
<inherit name="editor_room" />
<attr name="grid_width" type="int">5</attr>
<attr name="grid_length" type="int">6</attr>
<enter type="script">
msg ("You fell and sink into the swamp lake")
finish
</enter>
<exit alias="south" to="room324">
<inherit name="southdirection" />
</exit>
</object>
<object name="room333">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<exit alias="southwest" to="room267">
<inherit name="southwestdirection" />
</exit>
<object name="sand">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="northeast" to="room334">
<inherit name="northeastdirection" />
</exit>
</object>
<verb>
<property>showroomname</property>
<pattern>show room name</pattern>
<defaultexpression>"You can't show room name " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>hideroomname</property>
<pattern>hide room name</pattern>
<defaultexpression>"You can't hide room name " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>bigfont</property>
<pattern>big font</pattern>
<defaultexpression>"You can't big font " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>normalfont</property>
<pattern>normal font</pattern>
<defaultexpression>"You can't normal font " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>resetmap</property>
<pattern>reset map</pattern>
<defaultexpression>"You can't reset map " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>halfheal</property>
<pattern>half heal</pattern>
<defaultexpression>"You can't half heal " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain1attack</property>
<pattern>gain 1 attack</pattern>
<defaultexpression>"You can't gain 1 attack " + object.article + "."</defaultexpression>
</verb>
<object name="room334">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand1">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="north" to="room335">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room336">
<inherit name="eastdirection" />
</exit>
<exit alias="southwest" to="room333">
<inherit name="southwestdirection" />
</exit>
<object name="winged cactus">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>winged cactus</alias>
</object>
</object>
<object name="room335">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand2">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="south" to="room334">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room337">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room338">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room339">
<inherit name="westdirection" />
</exit>
<object name="sleepy nahida">
<inherit name="editor_object" />
<alias>sleepy nahida (1)</alias>
<look><![CDATA[Nahida: Can't believe my rainforest got destroyed again<br/>Player: I think I found the culprits, there are wurms in this area<br/>Nahida: Im not really good at combat<br/><br/>It took you some time before you realized you are talking to a Sage<br/>Sages in this world are almost as powerful as a god, <br/>there can be good or bad Sages,<br/>that is why they try to avoid each other,<br/>their battles will bring permanent obliteration to the surrounding areas]]></look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
</object>
<object name="winged cactus1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>winged cactus</alias>
</object>
</object>
<object name="room336">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand3">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="west" to="room334">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room337">
<inherit name="northdirection" />
</exit>
<object name="wurm3">
<inherit name="editor_object" />
<alias1>wurm</alias1>
<alias2 type="string"></alias2>
<atk type="int">0</atk>
<hp type="int">400</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">4</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>wurm</alias>
<fast type="int">5</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
</object>
</object>
<object name="room337">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand4">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="south" to="room336">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room335">
<inherit name="westdirection" />
</exit>
</object>
<object name="room338">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand5">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="south" to="room335">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room344">
<inherit name="northdirection" />
</exit>
</object>
<object name="room339">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand6">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="east" to="room335">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room340">
<inherit name="westdirection" />
</exit>
<object name="iron_butterfly1">
<inherit name="editor_object" />
<alias>iron butterfly</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room340">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand7">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="east" to="room339">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room341">
<inherit name="northdirection" />
</exit>
<exit alias="southwest" to="room347">
<inherit name="southwestdirection" />
</exit>
</object>
<object name="room341">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand8">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="south" to="room340">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room342">
<inherit name="northdirection" />
</exit>
<object name="winged cactus2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>winged cactus</alias>
</object>
</object>
<object name="room342">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand9">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="south" to="room341">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room343">
<inherit name="eastdirection" />
</exit>
<exit alias="northwest" to="room346">
<inherit name="northwestdirection" />
</exit>
<object name="winged cactus3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>winged cactus</alias>
</object>
</object>
<object name="room343">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand10">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="west" to="room342">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room344">
<inherit name="eastdirection" />
</exit>
<object name="sand_mummy1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>sand mummy</alias>
</object>
</object>
<object name="room344">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand11">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="west" to="room343">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room338">
<inherit name="southdirection" />
</exit>
<exit alias="northeast" to="room345">
<inherit name="northeastdirection" />
</exit>
<object name="iron_butterfly">
<inherit name="editor_object" />
<alias>iron butterfly</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room345">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand12">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="southwest" to="room344">
<inherit name="southwestdirection" />
</exit>
<object name="wurm">
<inherit name="editor_object" />
<alias1>wurm</alias1>
<alias2 type="string"></alias2>
<atk type="int">0</atk>
<hp type="int">400</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">4</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>wurm</alias>
<fast type="int">5</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="sand_mummy2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>sand mummy</alias>
</object>
</object>
<object name="room346">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand13">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="southeast" to="room342">
<inherit name="southeastdirection" />
</exit>
<object name="wurm1">
<inherit name="editor_object" />
<alias1>wurm</alias1>
<alias2 type="string"></alias2>
<atk type="int">0</atk>
<hp type="int">400</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">4</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>wurm</alias>
<fast type="int">5</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
</object>
<object name="sand_mummy">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>sand mummy</alias>
</object>
</object>
<object name="room347">
<inherit name="editor_room" />
<attr name="grid_width" type="int">2</attr>
<attr name="grid_length" type="int">2</attr>
<object name="sand14">
<inherit name="editor_object" />
<useindividualverblist />
<alias>sand</alias>
</object>
<exit alias="northeast" to="room340">
<inherit name="northeastdirection" />
</exit>
<object name="wurm2">
<inherit name="editor_object" />
<alias1>wurm</alias1>
<alias2 type="string"></alias2>
<atk type="int">0</atk>
<hp type="int">400</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">4</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>wurm</alias>
<fast type="int">5</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
</object>
</object>
<object name="room348">
<inherit name="editor_room" />
<object name="cavern lake">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="north" to="room235">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room349">
<inherit name="southdirection" />
</exit>
<object name="dread">
<inherit name="editor_object" />
<alias>dread (1)</alias>
<look>Your heartbeat is beating profusely and you are not sure why</look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
</object>
</object>
<object name="room349">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("south adventure have 99% success rate")
}
</enter>
<object name="cavern lake1">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="north" to="room348">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room350">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room358">
<inherit name="eastdirection" />
</exit>
<object name="giant tentacle">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>giant tentacle (1)</alias>
<shatter type="script">
if (RandomChance(99)) {
enemyloot
RemoveObject (this)
}
else {
msg ("You got dragged into the abyss")
finish
}
</shatter>
</object>
</object>
<object name="room350">
<inherit name="editor_room" />
<object name="cavern lake2">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="north" to="room349">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room351">
<inherit name="westdirection" />
</exit>
<object name="giant tentacle1">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>giant tentacle (1)</alias>
<shatter type="script">
if (RandomChance(99)) {
enemyloot
RemoveObject (this)
}
else {
msg ("You got dragged into the abyss")
finish
}
</shatter>
</object>
</object>
<object name="room351">
<inherit name="editor_room" />
<object name="cavern lake3">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="east" to="room350">
<inherit name="eastdirection" />
</exit>
<exit alias="south" to="room352">
<inherit name="southdirection" />
</exit>
<object name="giant tentacle2">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>giant tentacle (1)</alias>
<shatter type="script">
if (RandomChance(99)) {
enemyloot
RemoveObject (this)
}
else {
msg ("You got dragged into the abyss")
finish
}
</shatter>
</object>
</object>
<object name="room352">
<inherit name="editor_room" />
<object name="cavern lake4">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="north" to="room351">
<inherit name="northdirection" />
</exit>
<exit alias="east" to="room353">
<inherit name="eastdirection" />
</exit>
<object name="giant tentacle3">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>giant tentacle (1)</alias>
<shatter type="script">
if (RandomChance(99)) {
enemyloot
RemoveObject (this)
}
else {
msg ("You got dragged into the abyss")
finish
}
</shatter>
</object>
</object>
<object name="room353">
<inherit name="editor_room" />
<object name="cavern lake5">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="west" to="room352">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room354">
<inherit name="eastdirection" />
</exit>
<object name="giant tentacle4">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>giant tentacle (1)</alias>
<shatter type="script">
if (RandomChance(99)) {
enemyloot
RemoveObject (this)
}
else {
msg ("You got dragged into the abyss")
finish
}
</shatter>
</object>
</object>
<object name="room354">
<inherit name="editor_room" />
<object name="cavern lake6">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="west" to="room353">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room355">
<inherit name="eastdirection" />
</exit>
<object name="giant tentacle5">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>giant tentacle (1)</alias>
<shatter type="script">
if (RandomChance(99)) {
enemyloot
RemoveObject (this)
}
else {
msg ("You got dragged into the abyss")
finish
}
</shatter>
</object>
</object>
<object name="room355">
<inherit name="editor_room" />
<object name="cavern lake7">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="west" to="room354">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room356">
<inherit name="northdirection" />
</exit>
<object name="giant tentacle6">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>giant tentacle (1)</alias>
<shatter type="script">
if (RandomChance(99)) {
enemyloot
RemoveObject (this)
}
else {
msg ("You got dragged into the abyss")
finish
}
</shatter>
</object>
</object>
<object name="room356">
<inherit name="editor_room" />
<object name="cavern lake8">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="south" to="room355">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room357">
<inherit name="westdirection" />
</exit>
<object name="giant tentacle7">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>giant tentacle (1)</alias>
<shatter type="script">
if (RandomChance(99)) {
enemyloot
RemoveObject (this)
}
else {
msg ("You got dragged into the abyss")
finish
}
</shatter>
</object>
</object>
<object name="room357">
<inherit name="editor_room" />
<object name="cavern lake9">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="east" to="room356">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room358">
<inherit name="northdirection" />
</exit>
<object name="giant tentacle8">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
<alias>giant tentacle (1)</alias>
<shatter type="script">
if (RandomChance(99)) {
enemyloot
RemoveObject (this)
}
else {
msg ("You got dragged into the abyss")
finish
}
</shatter>
</object>
</object>
<object name="room358">
<inherit name="editor_room" />
<object name="cavern lake10">
<inherit name="editor_object" />
<useindividualverblist />
<alias>cavern lake</alias>
</object>
<exit alias="south" to="room357">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room349">
<inherit name="westdirection" />
</exit>
<object name="shadow">
<inherit name="editor_object" />
<useindividualverblist />
</object>
</object>
<object name="room359">
<inherit name="editor_room" />
<enter type="script">
msg ("The false door is shift opened")
UnlockExit (room228 to room359)
if (RandomChance(20)) {
msg ("The faraway ballista shoots an arrow and blasted your area")
msg ("5 damage taken")
player.hp = player.hp-5
}
</enter>
<exit alias="east" to="room228">
<inherit name="eastdirection" />
</exit>
<object name="circuit path">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="northwest" to="room360">
<inherit name="northwestdirection" />
</exit>
<exit alias="southwest" to="room361">
<inherit name="southwestdirection" />
</exit>
<object name="spider_lever">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Use</value>
</displayverbs>
<look>An impressive design of a spider merged on top of a lever</look>
<feature_usegive />
<use type="script">
rng = GetRandomInt(1,4)
if (rng=1) {
msg ("You can hear a low rumbling sound from a far distance away")
}
if (rng=2) {
msg ("The chink and clank nearby seems to stop")
}
if (rng=3) {
msg ("The amount of pressure needed to push and pull this lever is significantly reduced")
}
if (rng=4) {
msg ("Tick tick tick tick tick, something seems to be moving now")
}
</use>
<alias>spider lever (1)</alias>
</object>
</object>
<object name="room360">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(20)) {
msg ("The faraway ballista shoots an arrow and blasted your area")
msg ("5 damage taken")
player.hp = player.hp-5
}
</enter>
<object name="circuit path1">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="southeast" to="room359">
<inherit name="southeastdirection" />
</exit>
<exit alias="northwest" to="room362">
<inherit name="northwestdirection" />
</exit>
<exit alias="west" to="room363">
<inherit name="westdirection" />
</exit>
</object>
<object name="room361">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(50)) {
msg ("A mushroom pumps polluted smoke into the air")
msg ("Your lungs are getting heavier")
}
</enter>
<object name="circuit path2">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="northeast" to="room359">
<inherit name="northeastdirection" />
</exit>
<exit alias="southwest" to="room364">
<inherit name="southwestdirection" />
</exit>
<exit alias="south" to="room365">
<inherit name="southdirection" />
</exit>
<object name="spider automaton">
<inherit name="editor_object" />
<alias1>spider automaton</alias1>
<alias2 type="string"></alias2>
<atk type="int">7</atk>
<hp type="int">80</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spider automaton</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">20</attr>
</object>
</object>
<object name="room362">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(20)) {
msg ("The faraway ballista shoots an arrow and blasted your area")
msg ("5 damage taken")
player.hp = player.hp-5
}
</enter>
<object name="circuit path3">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="southeast" to="room360">
<inherit name="southeastdirection" />
</exit>
<exit alias="north" to="room374">
<inherit name="northdirection" />
</exit>
<object name="scorpion wall">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<feature_usegive />
<use type="script"><![CDATA[
msg ("You can see blood stains and damaged bodies,<br/>this is probably a dangerous trap that have already been activated")
]]></use>
</object>
</object>
<object name="room363">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(20)) {
msg ("The faraway ballista shoots an arrow and blasted your area")
msg ("5 damage taken")
player.hp = player.hp-5
}
msg ("west is boss")
</enter>
<object name="circuit path4">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="east" to="room360">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room366">
<inherit name="westdirection" />
</exit>
<object name="steam_engine">
<inherit name="editor_object" />
<alias>steam engine</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room364">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(50)) {
msg ("A mushroom pumps polluted smoke into the air")
msg ("Your lungs are getting heavier")
}
</enter>
<object name="circuit path5">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="northeast" to="room361">
<inherit name="northeastdirection" />
</exit>
<exit alias="southwest" to="room370">
<inherit name="southwestdirection" />
</exit>
<object name="redeye automaton">
<inherit name="editor_object" />
<alias1>redeye automaton</alias1>
<alias2 type="string"></alias2>
<atk type="int">3</atk>
<hp type="int">150</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>redeye automaton</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">0</attr>
</object>
</object>
<object name="room365">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(50)) {
msg ("A mushroom pumps polluted smoke into the air")
msg ("Your lungs are getting heavier")
}
</enter>
<object name="circuit path6">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="north" to="room361">
<inherit name="northdirection" />
</exit>
<object name="foggy tombstone">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="grim reaper">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>grim reaper (1)</alias>
<look>Give me a break..</look>
</object>
</object>
<object name="room366">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(20)) {
msg ("The faraway ballista shoots an arrow and blasted your area")
msg ("5 damage taken")
player.hp = player.hp-5
}
</enter>
<object name="circuit path7">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="east" to="room363">
<inherit name="eastdirection" />
</exit>
<exit alias="northwest" to="room367">
<inherit name="northwestdirection" />
</exit>
<exit alias="west" to="room368">
<inherit name="westdirection" />
</exit>
<exit alias="southwest" to="room369">
<inherit name="southwestdirection" />
</exit>
<object name="lever1">
<inherit name="editor_object" />
<alias>lever (1)</alias>
<feature_usegive />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<shatter type="script"><![CDATA[
enemyloot
RemoveObject (this)
if (lever.parent=null) {
if (lever1.parent=null) {
if (lever2.parent=null) {
if (lever3.parent=null) {
if (clockwork princess.hp>0) {
clockwork princess.parent = game.pov.parent
}
}
}
}
}
]]></shatter>
<use type="script">
msg ("You can hear creaking and rotating gear sounds")
</use>
</object>
<object name="mecha_cat">
<inherit name="editor_object" />
<alias>mecha cat</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room367">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(20)) {
msg ("The faraway ballista shoots an arrow and blasted your area")
msg ("5 damage taken")
player.hp = player.hp-5
}
</enter>
<object name="circuit path8">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="southeast" to="room366">
<inherit name="southeastdirection" />
</exit>
<object name="lever">
<inherit name="editor_object" />
<alias>lever (1)</alias>
<feature_usegive />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<shatter type="script"><![CDATA[
enemyloot
RemoveObject (this)
if (lever.parent=null) {
if (lever1.parent=null) {
if (lever2.parent=null) {
if (lever3.parent=null) {
if (clockwork princess.hp>0) {
clockwork princess.parent = game.pov.parent
}
}
}
}
}
]]></shatter>
<use type="script">
msg ("You can hear creaking and rotating gear sounds")
</use>
<object name="clockwork princess">
<inherit name="editor_object" />
<alias1>clockwork princess</alias1>
<alias2 type="string"></alias2>
<atk type="int">0</atk>
<hp type="int">1000</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>clockwork princess</alias>
<fast type="int">2</fast>
<slow type="int">5</slow>
<attr name="crit chance" type="int">0</attr>
<boss type="string"></boss>
</object>
</object>
<object name="clock_tower">
<inherit name="editor_object" />
<alias>clock tower</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room368">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(20)) {
msg ("The faraway ballista shoots an arrow and blasted your area")
msg ("5 damage taken")
player.hp = player.hp-5
}
</enter>
<object name="circuit path9">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="east" to="room366">
<inherit name="eastdirection" />
</exit>
<object name="lever2">
<inherit name="editor_object" />
<alias>lever (1)</alias>
<feature_usegive />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<shatter type="script"><![CDATA[
enemyloot
RemoveObject (this)
if (lever.parent=null) {
if (lever1.parent=null) {
if (lever2.parent=null) {
if (lever3.parent=null) {
if (clockwork princess.hp>0) {
clockwork princess.parent = game.pov.parent
}
}
}
}
}
]]></shatter>
<use type="script">
msg ("You can hear creaking and rotating gear sounds")
</use>
</object>
<object name="detective_office">
<inherit name="editor_object" />
<alias>detective office</alias>
<displayverbs type="stringlist" />
</object>
</object>
<object name="room369">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(20)) {
msg ("The faraway ballista shoots an arrow and blasted your area")
msg ("5 damage taken")
player.hp = player.hp-5
}
</enter>
<object name="circuit path10">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="northeast" to="room366">
<inherit name="northeastdirection" />
</exit>
<object name="lever3">
<inherit name="editor_object" />
<alias>lever (1)</alias>
<feature_usegive />
<displayverbs type="stringlist">
<value>Use</value>
</displayverbs>
<shatter type="script"><![CDATA[
enemyloot
RemoveObject (this)
if (lever.parent=null) {
if (lever1.parent=null) {
if (lever2.parent=null) {
if (lever3.parent=null) {
if (clockwork princess.hp>0) {
clockwork princess.parent = game.pov.parent
}
}
}
}
}
]]></shatter>
<use type="script">
msg ("You can hear creaking and rotating gear sounds")
</use>
</object>
</object>
<object name="room370">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(50)) {
msg ("A mushroom pumps polluted smoke into the air")
msg ("Your lungs are getting heavier")
}
</enter>
<object name="circuit path11">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="northeast" to="room364">
<inherit name="northeastdirection" />
</exit>
<exit alias="southeast" to="room371">
<inherit name="southeastdirection" />
</exit>
<exit alias="south" to="room372">
<inherit name="southdirection" />
</exit>
<exit alias="southwest" to="room373">
<inherit name="southwestdirection" />
</exit>
<object name="spider automaton2">
<inherit name="editor_object" />
<alias1>spider automaton</alias1>
<alias2 type="string"></alias2>
<atk type="int">7</atk>
<hp type="int">80</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spider automaton</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">20</attr>
</object>
</object>
<object name="room371">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(50)) {
msg ("A mushroom pumps polluted smoke into the air")
msg ("Your lungs are getting heavier")
}
</enter>
<exit alias="northwest" to="room370">
<inherit name="northwestdirection" />
</exit>
<object name="spore lord">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<look><![CDATA[A fungi sage who is begging for a non-aggressive pact<br/>He throws you some weapons to shoo you away<br/>For respect, you should probably only take one]]></look>
<alias>spore lord (1)</alias>
</object>
<object name="venom glaive">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A deadly weapon that stops enemy from coming in closer with its dripping toxins</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">120</accuracy>
<deflect type="int">0</deflect>
<ignite type="int">20</ignite>
<vortex type="int">10</vortex>
<stun type="int">0</stun>
<glacier type="int">30</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
<object name="grapple hook">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A rope attached to a claw, this weapon requires great expertise</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">30</accuracy>
<deflect type="int">30</deflect>
<ignite type="int">0</ignite>
<vortex type="int">100</vortex>
<stun type="int">0</stun>
<glacier type="int">50</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
<object name="tendril whip">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>A living weapon, the bugs starts crawling out from your sleeves as well</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">50</accuracy>
<deflect type="int">10</deflect>
<ignite type="int">100</ignite>
<vortex type="int">0</vortex>
<stun type="int">2</stun>
<glacier type="int">5</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
<object name="symbiotic blade">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>This blade seems to have a mind of its own</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">100</accuracy>
<deflect type="int">10</deflect>
<ignite type="int">40</ignite>
<vortex type="int">10</vortex>
<stun type="int">0</stun>
<glacier type="int">30</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
<object name="circuit garden">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room372">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(50)) {
msg ("A mushroom pumps polluted smoke into the air")
msg ("Your lungs are getting heavier")
}
</enter>
<object name="circuit path13">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="north" to="room370">
<inherit name="northdirection" />
</exit>
<object name="spider automaton4">
<inherit name="editor_object" />
<alias1>spider automaton</alias1>
<alias2 type="string"></alias2>
<atk type="int">7</atk>
<hp type="int">80</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spider automaton</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">20</attr>
</object>
</object>
<object name="room373">
<inherit name="editor_room" />
<enter type="script">
if (RandomChance(50)) {
msg ("A mushroom pumps polluted smoke into the air")
msg ("Your lungs are getting heavier")
}
</enter>
<object name="circuit path14">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="northeast" to="room370">
<inherit name="northeastdirection" />
</exit>
<object name="spider automaton3">
<inherit name="editor_object" />
<alias1>spider automaton</alias1>
<alias2 type="string"></alias2>
<atk type="int">7</atk>
<hp type="int">80</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>spider automaton</alias>
<fast type="int">4</fast>
<slow type="int">6</slow>
<attr name="crit chance" type="int">20</attr>
</object>
</object>
<object name="room374">
<inherit name="editor_room" />
<exit alias="south" to="room362">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room375">
<inherit name="northdirection" />
</exit>
<object name="black bugs">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="destroyed pathway">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
</object>
<object name="room375">
<inherit name="editor_room" />
<object name="circuit path16">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="south" to="room374">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room376">
<inherit name="northdirection" />
</exit>
<object name="coffin maiden statue">
<inherit name="editor_object" />
<displayverbs type="stringlist">
<value>Look at</value>
<value>Use</value>
</displayverbs>
<look>Big jaws of steels inside, but it seemingly is big enough to place a whole human in it</look>
<feature_usegive />
<use type="script"><![CDATA[
msg ("You close the lid, expecting a false door to unlock<br/>But no, you keep bleeding non-stop<br/><br/>The many jaws of the coffin have already plunged into your muscles<br/><br/>You found a jeweled fence which the jewels doesn't really seems to match with the lightweight weapon")
player.hp = player.hp-player.parryatk
MakeObjectVisible (jeweled fence)
]]></use>
</object>
<object name="jeweled fence">
<inherit name="editor_object" />
<inherit name="wearable" />
<look>Thin as a needle, expensive as a necklace</look>
<attr name="feature_usegive" type="boolean">false</attr>
<take />
<feature_wearable />
<wear_slots type="stringlist">
<value>1</value>
</wear_slots>
<accuracy type="int">20</accuracy>
<deflect type="int">0</deflect>
<ignite type="int">0</ignite>
<vortex type="int">0</vortex>
<stun type="int">4</stun>
<glacier type="int">0</glacier>
<accuracy2 type="int">0</accuracy2>
<deflect2 type="int">0</deflect2>
<inventoryverbs type="stringlist">
<value>Look at</value>
<value>Drop</value>
<value>Wear</value>
<value>Remove</value>
</inventoryverbs>
<weapon type="string"></weapon>
<visible type="boolean">false</visible>
<onafterwear type="script">
equip weapon (this)
</onafterwear>
<onafterremove type="script">
unequip weapon (this)
</onafterremove>
</object>
</object>
<object name="room376">
<inherit name="editor_room" />
<object name="circuit path17">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="south" to="room375">
<inherit name="southdirection" />
</exit>
<exit alias="east" to="room377">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room377">
<inherit name="editor_room" />
<object name="circuit path18">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="west" to="room376">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room378">
<inherit name="eastdirection" />
</exit>
<object name="templar statue">
<inherit name="editor_object" />
<alias>templar statue (1)</alias>
<shatter type="script">
CloneObjectAndMoveHere (level_up)
msg ("Hmm... strange")
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room378">
<inherit name="editor_room" />
<object name="circuit path19">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="west" to="room377">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room379">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room379">
<inherit name="editor_room" />
<object name="circuit path20">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="west" to="room378">
<inherit name="westdirection" />
</exit>
<exit alias="east" to="room380">
<inherit name="eastdirection" />
</exit>
<exit alias="up" to="room168">
<inherit name="updirection" />
</exit>
</object>
<object name="room380">
<inherit name="editor_room" />
<object name="circuit path21">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="west" to="room379">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room381">
<inherit name="northdirection" />
</exit>
</object>
<object name="room381">
<inherit name="editor_room" />
<object name="circuit path22">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="south" to="room380">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room382">
<inherit name="northdirection" />
</exit>
</object>
<object name="room382">
<inherit name="editor_room" />
<object name="circuit path23">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="south" to="room381">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room383">
<inherit name="northdirection" />
</exit>
</object>
<object name="room383">
<inherit name="editor_room" />
<object name="circuit path24">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="south" to="room382">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room384">
<inherit name="northdirection" />
</exit>
</object>
<object name="room384">
<inherit name="editor_room" />
<object name="circuit path25">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="south" to="room383">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room385">
<inherit name="northdirection" />
</exit>
</object>
<object name="room385">
<inherit name="editor_room" />
<enter type="script">
msg ("The lift is unjammed")
msg ("1 exit is opened")
UnlockExit (room386 to room385)
</enter>
<object name="circuit path26">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit alias="south" to="room384">
<inherit name="southdirection" />
</exit>
<exit alias="up" to="room386">
<inherit name="updirection" />
</exit>
</object>
<object name="room386">
<inherit name="editor_room" />
<object name="circuit path27">
<inherit name="editor_object" />
<useindividualverblist />
<alias>circuit path</alias>
</object>
<exit name="room386 to room385" alias="down" to="room385">
<inherit name="downdirection" />
<locked />
</exit>
<exit alias="north" to="room124">
<inherit name="northdirection" />
</exit>
</object>
<verb>
<property>statinfo</property>
<pattern>stat info</pattern>
<defaultexpression>"You can't stat info " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>playerstat</property>
<pattern>player stat</pattern>
<defaultexpression>"You can't player stat " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>elementalinfo</property>
<pattern>elemental info</pattern>
<defaultexpression>"You can't elemental info " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>parryinfo</property>
<pattern>parry info</pattern>
<defaultexpression>"You can't parry info " + object.article + "."</defaultexpression>
</verb>
<object name="room387">
<inherit name="editor_room" />
<object name="forest mountain">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="north" to="room226">
<inherit name="northdirection" />
</exit>
<exit alias="west" to="room388">
<inherit name="westdirection" />
</exit>
<object name="grey_mushroom">
<inherit name="editor_object" />
<alias>grey mushroom (1)</alias>
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room388">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("west is boss")
}
</enter>
<object name="forest mountain1">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="east" to="room387">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room389">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room390">
<inherit name="northdirection" />
</exit>
</object>
<object name="room389">
<inherit name="editor_room" />
<object name="forest mountain2">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="east" to="room388">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room391">
<inherit name="northdirection" />
</exit>
<object name="slender_man">
<inherit name="editor_object" />
<alias>slender man (1)</alias>
<shatter type="script"><![CDATA[
msg ("Turns out to be a black tree<br/><br/>You hear a faint scream from afar")
enemyloot
RemoveObject (this)
]]></shatter>
</object>
<object name="scorpion king1">
<inherit name="editor_object" />
<alias1>scorpion king</alias1>
<alias2 type="string"></alias2>
<atk type="int">15</atk>
<hp type="int">150</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<enemy type="string"></enemy>
<displayverbs type="stringlist" />
<alias>scorpion king</alias>
<fast type="int">3</fast>
<slow type="int">9</slow>
<attr name="crit chance" type="int">0</attr>
<boss type="string"></boss>
</object>
</object>
<object name="room390">
<inherit name="editor_room" />
<object name="forest mountain3">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="east" to="room226">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room391">
<inherit name="westdirection" />
</exit>
<exit alias="north" to="room393">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room388">
<inherit name="southdirection" />
</exit>
<object name="grey_mushroom1">
<inherit name="editor_object" />
<alias>grey mushroom (1)</alias>
<shatter type="script">
enemyloot
RemoveObject (this)
</shatter>
</object>
</object>
<object name="room391">
<inherit name="editor_room" />
<object name="forest mountain4">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="east" to="room390">
<inherit name="eastdirection" />
</exit>
<exit alias="north" to="room394">
<inherit name="northdirection" />
</exit>
<exit alias="south" to="room389">
<inherit name="southdirection" />
</exit>
</object>
<object name="room392">
<inherit name="editor_room" />
<object name="forest mountain5">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="south" to="room226">
<inherit name="southdirection" />
</exit>
<exit alias="west" to="room393">
<inherit name="westdirection" />
</exit>
</object>
<object name="room393">
<inherit name="editor_room" />
<object name="forest mountain6">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="east" to="room392">
<inherit name="eastdirection" />
</exit>
<exit alias="west" to="room394">
<inherit name="westdirection" />
</exit>
<exit alias="south" to="room390">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room397">
<inherit name="northdirection" />
</exit>
</object>
<object name="room394">
<inherit name="editor_room" />
<object name="forest mountain7">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="east" to="room393">
<inherit name="eastdirection" />
</exit>
<exit alias="south" to="room391">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room395">
<inherit name="northdirection" />
</exit>
</object>
<object name="room395">
<inherit name="editor_room" />
<object name="forest mountain8">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="south" to="room394">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room396">
<inherit name="northdirection" />
</exit>
</object>
<object name="room396">
<inherit name="editor_room" />
<enter type="script">
msg ("northeast is a pitfall")
</enter>
<object name="forest mountain9">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="south" to="room395">
<inherit name="southdirection" />
</exit>
<exit alias="northeast" to="room400">
<inherit name="northeastdirection" />
</exit>
<object name="sengoku nadeko">
<inherit name="editor_object" />
<alias>sengoku nadeko (1)</alias>
<look><![CDATA[I am the snake sage but I dun help the humans<br/>I help the wild animals, especially snakes<br/><br/>Make your prayers to the forest,<br/>and you will be returned with abundance]]></look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
</object>
</object>
<object name="room397">
<inherit name="editor_room" />
<object name="forest mountain10">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="south" to="room393">
<inherit name="southdirection" />
</exit>
<exit alias="north" to="room398">
<inherit name="northdirection" />
</exit>
</object>
<object name="room398">
<inherit name="editor_room" />
<object name="forest mountain11">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="south" to="room397">
<inherit name="southdirection" />
</exit>
<exit alias="northwest" to="room399">
<inherit name="northwestdirection" />
</exit>
<object name="shinobu kocho">
<inherit name="editor_object" />
<alias>shinobu kocho (1)</alias>
<displayverbs type="stringlist">
<value>Take</value>
</displayverbs>
<inventoryverbs type="stringlist">
<value>Use</value>
<value>Drop</value>
</inventoryverbs>
<feature_usegive />
<use type="script"><![CDATA[
msg ("shinobu kocho starts rolling and dashing in mid air,<br/>her sword cuts through all")
]]></use>
<take />
</object>
</object>
<object name="room399">
<inherit name="editor_room" />
<enter type="script">
firsttime {
msg ("east is boss")
}
</enter>
<object name="forest mountain12">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="southeast" to="room398">
<inherit name="southeastdirection" />
</exit>
<exit alias="east" to="room400">
<inherit name="eastdirection" />
</exit>
</object>
<object name="room400">
<inherit name="editor_room" />
<enter type="script">
msg ("You fell into a pitfall")
msg ("3 damage taken")
player.hp = player.hp-3
</enter>
<object name="forest mountain13">
<inherit name="editor_object" />
<alias>forest mountain</alias>
<useindividualverblist />
</object>
<exit alias="west" to="room399">
<inherit name="westdirection" />
</exit>
<exit alias="southwest" to="room396">
<inherit name="southwestdirection" />
</exit>
<object name="phoenix">
<inherit name="editor_object" />
<alias1>phoenix</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">15</atk>
<hp type="int">150</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">2</fast>
<slow type="int">6</slow>
<alias>phoenix</alias>
<attr name="crit chance" type="int">15</attr>
<boss type="string"></boss>
</object>
</object>
<verb>
<property>gain5knockback</property>
<pattern>gain 5 knockback</pattern>
<defaultexpression>"You can't gain 5 knockback " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain5rotation</property>
<pattern>gain 5 rotation</pattern>
<defaultexpression>"You can't gain 5 rotation " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain5reaction</property>
<pattern>gain 5 reaction</pattern>
<defaultexpression>"You can't gain 5 reaction " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>cloverleaf</property>
<pattern>clover leaf</pattern>
<defaultexpression>"You can't clover leaf " + object.article + "."</defaultexpression>
</verb>
<object name="room401">
<inherit name="editor_room" />
<exit alias="southeast" to="room147">
<inherit name="southeastdirection" />
</exit>
<object name="smoking pipe">
<inherit name="editor_object" />
<displayverbs type="stringlist" />
</object>
<object name="stonepath warrior1">
<inherit name="editor_object" />
<alias1>stonepath warrior</alias1>
<alias2 type="string"></alias2>
<displayverbs type="stringlist" />
<enemy type="string"></enemy>
<atk type="int">2</atk>
<hp type="int">20</hp>
<slot type="int">1</slot>
<parrycount type="int">0</parrycount>
<parryrequired type="int">1</parryrequired>
<fast type="int">2</fast>
<slow type="int">6</slow>
<alias>stonepath warrior</alias>
<attr name="crit chance" type="int">75</attr>
</object>
</object>
<object name="room402">
<inherit name="editor_room" />
</object>
<object name="room403">
<inherit name="editor_room" />
</object>
<object name="room404">
<inherit name="editor_room" />
</object>
<object name="room405">
<inherit name="editor_room" />
</object>
<object name="room406">
<inherit name="editor_room" />
</object>
<object name="room407">
<inherit name="editor_room" />
</object>
<object name="room408">
<inherit name="editor_room" />
</object>
<object name="room409">
<inherit name="editor_room" />
</object>
<object name="room410">
<inherit name="editor_room" />
</object>
<verb>
<property>gain10stance</property>
<pattern>gain 10 stance</pattern>
<defaultexpression>"You can't gain 10 stance " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain3technique</property>
<pattern>gain 3 technique</pattern>
<defaultexpression>"You can't gain 3 technique " + object.article + "."</defaultexpression>
</verb>
<verb>
<property>gain10feign</property>
<pattern>gain 10 feign</pattern>
<defaultexpression>"You can't gain 10 feign " + object.article + "."</defaultexpression>
</verb>
<function name="attack"><![CDATA[
playerskillbuff
totalatk = player.atk + player.atk2+player.bonusatk
rngaccuracy = GetRandomInt(0,player.accuracy+player.accuracy2)
rngdeflect = GetRandomInt(0,player.deflect+player.deflect2)
rngshatter = GetRandomInt(0,player.shatter)
rngrotation = GetRandomInt(0,player.rotation)
rngknockback = GetRandomInt(0,player.knockback+player.bonusknockback)
foreach (enemy, GetDirectChildren (game.pov.parent)) {
if (HasAttribute(enemy, "enemy")) {
if (enemy.slot = skill.slot) {
msg ("You parry the enemy's attack")
enemy.parrycount = enemy.parrycount+1
if (enemy.parrycount=enemy.parryrequired) {
// reset parrycount
enemy.parrycount = 0
// parry damage
msg ("You parry stab the opponent")
enemy.hp = enemy.hp-(player.parryatk+player.parryatk2)
msg ("Enemy hp: "+enemy.hp)
}
}
else {
if (RandomChance(rngaccuracy)) {
if (RandomChance(rngshatter)) {
msg ("You completely destroyed the enemy's weapon")
enemy.hp = enemy.hp-enemy.hp
}
if (RandomChance(player.shuriken)) {
msg ("You fling a shuriken for "+totalatk+" damage")
enemy.hp = enemy.hp-totalatk
}
if (RandomChance(player.crit chance)) {
msg ("Player unleased critical "+skill.alias+"!")
atk = totalatk*3
msg ("You deal "+atk+" damage")
enemy.hp = enemy.hp-atk
}
else {
msg ("You deal "+totalatk+" damage")
enemy.hp = enemy.hp-totalatk
}
}
else {
msg ("You missed")
}
if (RandomChance(100-rngdeflect)) {
if (RandomChance(100-rngrotation)) {
if (RandomChance(100-rngknockback)) {
if (RandomChance(enemy.crit chance)) {
msg (enemy.alias1+" unleased critical "+enemy.alias2+"!")
msg ("The enemy deal "+enemy.atk*3+" damage")
player.hp = player.hp-(enemy.atk*3)
}
else {
msg (enemy.alias1+ " deal "+enemy.atk+" damage")
player.hp = player.hp-(enemy.atk)
}
}
else {
msg ("Your knockbacked opponent is too far away to hit you")
if (RandomChance(player.shuriken)) {
msg ("You fling a shuriken for "+totalatk+" damage")
enemy.hp = enemy.hp-totalatk
}
}
}
else {
msg ("You spin your body and block the enemy's attack directly")
if (RandomChance(player.slash)) {
atk = player.parryatk+player.parryatk2
msg ("You slash the enemies for "+atk+" damage")
enemy.hp = enemy.hp-atk
msg ("Enemy hp: "+enemy.hp)
}
}
}
else {
msg ("You deflected the enemy's attack in a split second")
if (RandomChance(rngshatter)) {
msg ("You completely destroyed the enemy's weapon")
enemy.hp = enemy.hp-enemy.hp
}
}
spellattacktimes = 100+player.reaction2
spellattacktimesinteger = (100+player.reaction2)/100
spellattacktimesremainder = spellattacktimes-(spellattacktimesinteger*100)
for (spellattacks, 1, spellattacktimesinteger, 1) {
spellattack (enemy)
}
if (RandomChance(spellattacktimesremainder)) {
spellattack (enemy)
}
if (game.difficulty>2) {
if (RandomChance(20)) {
if (RandomChance(100-rngknockback)) {
msg (enemy.alias1+" parry attacks you")
msg ("The enemy deal "+enemy.atk*3+" damage")
player.hp = player.hp-(enemy.atk*3)
}
else {
msg ("Your knockbacked enemy is too far away to parry atk you")
}
}
}
if (game.difficulty>3) {
if (RandomChance(20)) {
if (RandomChance(100-rngrotation)) {
enemyspellattack (enemy)
}
else {
msg ("Player sidestep fast enough to dodge the enemy's spell attack")
}
}
}
playerskill (enemy)
if (HasAttribute(player, "vampire")) {
if (RandomChance(10)) {
msg ("You feast on your enemy's blood")
msg ("10 damage done")
enemy.hp = enemy.hp-10
}
if (RandomChance(10)) {
msg ("You slashed through the sky")
msg (player.parryatk+" damage done")
enemy.hp = enemy.hp-player.parryatk
}
if (RandomChance(5)) {
msg ("The bats spinned around you, forming a protective cover")
msg ("12 hp healed")
player.hp = player.hp+12
}
}
msg ("Player hp: "+player.hp)
msg ("Enemy hp: "+enemy.hp)
}
}
}
// Reset player skill buff
player.bonusatk = 0
player.bonusknockback = 0
]]></function>
<function name="change skill" parameters="enemy">
if (enemy.alias1="rain ninja" or enemy.alias1="ashina samurai" or enemy.alias1="ghost of ashina" or enemy.alias1="shirtless noble" or enemy.alias1="senbonsakura samurai" or enemy.alias1="elf princess" or enemy.alias1="general isshin" or enemy.alias1="cursed samurai") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " slashing katana"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " viper sting"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " tumultuous kick"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " side step"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
if (RandomChance(50)) {
msg (enemy.alias1+ " casts strengthen resolve")
msg (enemy.alias1+ " plus 1 attack damage")
enemy.atk = enemy.atk+1
}
}
}
if (enemy.alias1="misty geisha") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " umbrella stab"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " damaging kick"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " powerful punch"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " fast kunai"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("A mist has appeared")
msg (enemy.alias1+ " recovers 1 life")
enemy.hp = enemy.hp+1
}
}
if (enemy.alias1="spearman" or enemy.alias1="wolf druid") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " extended claw"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " triple bash"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " surrounding tactics"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " dancing spear"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="chained wolf" or enemy.alias1="shaman monk" or enemy.alias1="bridge troll" or enemy.alias1="giant boar" or enemy.alias1="giant koi") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " berserker move"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " aimless charge"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " body slam"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " headbash"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="giant snake" or enemy.alias1="mirrored lizardman" or enemy.alias1="giant medusa spider" or enemy.alias1="spider automaton") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " slithering bite"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " outburst combo"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " toxic fangs"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " incredible leap"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="gunner") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " rapid bullets"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " thunder strike"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " running rally"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " sniping aim"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="cannon girl" or enemy.alias1="salamander" or enemy.alias1="ignite salamander" or enemy.alias1="fire priest" or enemy.alias1="ambush goblin") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " dystopian volley"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " shield break"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " explosive barrage"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " the incinerator"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Player is burning")
msg ("Player loses a huge amount of health")
player.hp = player.hp-(player.atk+player.atk2)
msg ("Player hp: "+player.hp)
}
}
if (enemy.alias1="genbu horse marshal") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " swingy slash"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " spear volley"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " torrent blast"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " quick retreat"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
if (RandomChance(20)) {
enemy.parent = room32
msg ("The horse stampedes away")
}
if (RandomChance(15)) {
enemy.parent = room34
msg ("The horse stampedes away")
}
if (RandomChance(10)) {
enemy.parent = room36
msg ("The horse stampedes away")
}
if (RandomChance(5)) {
enemy.parent = room38
msg ("The horse stampedes away")
}
}
}
</function>
<function name="VisitRoom" parameters="room">
if (not GetBoolean(room, "genvisited")) {
room.genvisited = true
Grid_CalculateMapCoordinates (room, game.pov)
Grid_DrawRoom (room, false, game.pov)
foreach (exit, AllExits()) {
if (exit.parent = room) {
VisitRoom (exit.to)
}
}
}
</function>
<function name="change skill1" parameters="enemy">
if (enemy.alias1="shaolin monk") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " steady punch"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " power stance"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " descending kick"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " flurry strikes"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="ape emperor" or enemy.alias1="headless ape") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " monkey fist"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " dungeon crawl"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " stomping tree"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " roaring chestbeats"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="centipede lord" or enemy.alias1="treant") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " manly grab"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " dangerous sting"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " intoxication"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " wild brew"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="gunslinger") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " tornado kick"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " windy strike"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " pistol reloading"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " headshot"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="stonepath warrior") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " stampede"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " roaring attack"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " palm strike"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " feign parry attack"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="blacksuit assassin" or enemy.alias1="twin shadow" or enemy.alias1="goblin ninja") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " spinning in the air"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " hover shuriken"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " bat strike"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " triple chain attack"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
</function>
<function name="change skill2" parameters="enemy">
if (enemy.alias1="butterfly maiden") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " standard sword"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " whistling needles"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " rapid kick"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " trapped in the web"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="shimura archer") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " slingshot"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " arrow strike"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " somersault kick"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " vortex punch"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="fire balrog") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " fire breath"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " deadly throw"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " devastating leap"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " boulder heave"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="trapped minotaur" or enemy.alias1="stone dragon") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " radius cleave"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " frenzy strike"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " absurbly heavy fist"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " horn charge"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
if (enemy.name="trapped minotaur") {
if (RandomChance(20)) {
enemy.parent = room168
msg ("The minotaur stampedes away")
}
if (RandomChance(15)) {
enemy.parent = room171
msg ("The minotaur stampedes away")
}
if (RandomChance(10)) {
enemy.parent = room183
msg ("The minotaur stampedes away")
}
}
}
}
if (enemy.alias1="spellbinding sage") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " magical net"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " tempest wind"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " mana break"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " levitate"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
if (RandomChance(20)) {
enemy.parent = room176
msg ("The sage teleports away")
}
if (RandomChance(15)) {
enemy.parent = room183
msg ("The sage teleports away")
}
if (RandomChance(10)) {
enemy.parent = room173
msg ("The sage teleports away")
}
}
}
if (enemy.alias1="cockatrice" or enemy.alias1="gold griffin") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " peck"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " spinning slash"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " trample"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " thunderous bolt"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
if (RandomChance(50)) {
msg (enemy.alias1+" strike player with chained lightning")
msg (enemy.alias1+ " deal 2 damage")
player.hp = player.hp-2
}
if (RandomChance(50)) {
msg (enemy.alias1+" strike player with chained lightning")
msg (enemy.alias1+ " deal 2 damage")
player.hp = player.hp-2
}
if (RandomChance(50)) {
msg (enemy.alias1+" strike player with chained lightning")
msg (enemy.alias1+ " deal 2 damage")
player.hp = player.hp-2
}
msg ("Player hp: "+player.hp)
}
}
if (enemy.alias1="icy lich" or enemy.alias1="balloon ghost") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " dangerous indictment"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " severed soul"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " cunning fog"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " precipice of evil"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
if (RandomChance(90)) {
msg ("A skeleton is generated")
}
if (RandomChance(90)) {
msg ("A skeleton is generated")
}
if (RandomChance(90)) {
msg ("A skeleton is generated")
}
if (RandomChance(90)) {
msg ("A skeleton is generated")
}
msg ("Enemy's health is replenished")
enemy.hp = 100
}
}
</function>
<function name="change skill3" parameters="enemy">
if (enemy.alias1="lightning dragon" or enemy.alias1="redeye automaton") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " lightning shield"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg (enemy.alias1+ " loses 30 hp and gain 1 attack damage")
enemy.hp = enemy.hp-30
enemy.atk = enemy.atk+1
}
if (rng=2) {
enemy.alias2 = " spinning slash"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " lightning cone"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " damnation surge"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
rng = GetRandomInt(7,11)
for (lightningnumber, 1, rng, 1) {
msg ("Player is struck by lightning")
player.hp = player.hp-1
}
}
}
if (enemy.alias1="chainsaw automaton") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " shredder"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Player is bleeding")
msg ("Player loses a huge amount of health")
player.hp = player.hp-(player.parryatk+player.parryatk2)
msg ("Player hp: "+player.hp)
}
if (rng=2) {
enemy.alias2 = " cutter parry"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " laser vision"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " temporal invisibility"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="old geisha" or enemy.alias1="tengu") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " punch"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " knee attack"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " bat leap"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " dangerous flare"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
msg (enemy.alias1+" is speeding up")
msg (enemy.alias1+" gains crit chance")
enemy.crit chance = enemy.crit chance+10
}
if (enemy.alias1="dracula" or enemy.alias1="scorpion king" or enemy.alias1="cerberus" ) {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " vampric pulse"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " determination"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " powerful snatch"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Player is bleeding")
msg ("Player loses a huge amount of health")
player.hp = player.hp-(player.parryatk+player.parryatk2)
msg ("Player hp: "+player.hp)
}
if (rng=4) {
enemy.alias2 = " bats from the abyss"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="cyclops") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " void grasp"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=2) {
enemy.alias2 = " demonic axe"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " cipher spell"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Player is burning")
msg ("Player loses a huge amount of health")
player.hp = player.hp-(player.atk+player.atk2)
msg ("Player hp: "+player.hp)
}
if (rng=4) {
enemy.alias2 = " dream world"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("cyclops summons a demon")
msg (enemy.alias1+ " plus 1 attack damage")
enemy.atk = enemy.atk+1
}
}
if (enemy.alias1="slime" or enemy.alias1="rainbow slime") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " consume"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg (enemy.alias1+" gains 1 attack damage")
enemy.atk = enemy.atk+1
}
if (rng=2) {
enemy.alias2 = " bobble"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " split"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
CloneObject (enemy)
}
if (rng=4) {
enemy.alias2 = " flee"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="skeleton ball") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " rolling scream"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg (enemy.alias1+" crushes your body")
msg ("10 damage taken")
player.hp = player.hp-10
}
if (rng=2) {
enemy.alias2 = " grab"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " drag"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Enemy split apart")
CloneObject (enemy)
}
if (rng=4) {
enemy.alias2 = " momentum"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg (enemy.alias1+" moves too fast")
msg ("enemy recovers 10 hp")
enemy.hp = enemy.hp+10
}
}
</function>
<function name="enemyloot">
if (RandomChance(30)) {
CloneObjectAndMoveHere (dragon_pill)
}
if (RandomChance(30)) {
CloneObjectAndMoveHere (ghoul_pill)
}
if (RandomChance(30)) {
CloneObjectAndMoveHere (human_pill)
}
if (RandomChance(25)) {
CloneObjectAndMoveHere (rusty_gear)
}
if (RandomChance(25)) {
CloneObjectAndMoveHere (chaos_wheel)
}
if (RandomChance(20)) {
consumables.leafnumber = consumables.leafnumber+1
msg ("Took a clover leaf")
}
</function>
<function name="spellattack" parameters="enemy">
if (RandomChance(player.draconic2)) {
if (RandomChance(player.glacier+player.glacier2)) {
msg ("Enemy is frozen")
if (RandomChance(player.ignite+player.ignite2)) {
msg ("Enemy is cluttered inwards into matter")
atk = 8*(player.atk+player.atk2)
squeezedamage = GetRandomInt(1,atk)
msg ("Enemy takes "+squeezedamage+" damage")
enemy.hp = enemy.hp-squeezedamage
}
if (RandomChance(player.vortex+player.vortex2)) {
msg ("Enemy is being drained of energy")
atk = 8*(player.atk+player.atk2)
sapdamage = GetRandomInt(1,atk)
msg ("Enemy takes "+sapdamage+" damage")
enemy.hp = enemy.hp-sapdamage
}
}
else {
if (RandomChance(player.ignite+player.ignite2)) {
msg ("The area explodes with fiery breaths")
atk = 4*(player.atk+player.atk2)
explosiondamage = GetRandomInt(1,atk)
msg ("Enemy takes "+explosiondamage+" damage")
enemy.hp = enemy.hp-explosiondamage
}
if (RandomChance(player.vortex+player.vortex2)) {
msg ("The wind blows against the enemies making your attacks swifter")
atk = 4*(player.atk+player.atk2)
winddamage = GetRandomInt(1,atk)
msg ("Enemy takes "+winddamage+" damage")
enemy.hp = enemy.hp-winddamage
}
}
}
else {
if (RandomChance(player.glacier+player.glacier2)) {
msg ("Enemy is frozen")
if (RandomChance(player.ignite+player.ignite2)) {
msg ("Enemy is vaporized")
atk = 4*(player.atk+player.atk2)
vaporizedamage = GetRandomInt(1,atk)
msg ("Enemy takes "+vaporizedamage+" damage")
enemy.hp = enemy.hp-vaporizedamage
}
if (RandomChance(player.vortex+player.vortex2)) {
msg ("Enemy is pulverized")
atk = 4*(player.atk+player.atk2)
earthdamage = GetRandomInt(1,atk)
msg ("Enemy takes "+earthdamage+" damage")
enemy.hp = enemy.hp-earthdamage
}
}
else {
if (RandomChance(player.ignite+player.ignite2)) {
msg ("Enemy is ignited")
atk = 2*(player.atk+player.atk2)
ignitedamage = GetRandomInt(1,atk)
msg ("Enemy takes "+ignitedamage+" damage")
enemy.hp = enemy.hp-ignitedamage
}
if (RandomChance(player.vortex+player.vortex2)) {
msg ("Enemy is pulled into the vortex")
atk = 2*(player.atk+player.atk2)
winddamage = GetRandomInt(1,atk)
msg ("Enemy takes "+winddamage+" damage")
enemy.hp = enemy.hp-winddamage
}
}
}
</function>
<function name="aggro"><![CDATA[
foreach (enemy, AllObjects()) {
if (HasAttribute(enemy, "enemy") and HasAttribute(enemy, "aggro")) {
if (enemy.aggro=true and enemy.hp>0) {
if (RandomChance(50)) {
msg (enemy.alias1+ " catched up to you")
MoveObject (enemy, game.pov.parent)
if (RandomChance(50)) {
msg (enemy.alias1+ " strikes you for "+enemy.atk+" damage")
player.hp = player.hp-(enemy.atk)
}
}
else {
enemy.aggro = false
}
}
}
}
foreach (pulledenemies, GetDirectChildren (game.pov.parent)) {
if (HasAttribute(pulledenemies, "aggro")) {
pulledenemies.aggro = true
}
}
]]></function>
<function name="enemyspellattack" parameters="enemy">
rngenemyspell = GetRandomInt(1,8)
if (rngenemyspell=1) {
msg ("Player is pulled into the vortex")
}
if (rngenemyspell=2) {
msg ("Player is ignited")
}
if (rngenemyspell=3) {
msg ("Player is pulverized")
}
if (rngenemyspell=4) {
msg ("Player is vaporized")
}
if (rngenemyspell=5) {
msg ("The wind blows against the player making the enemies attacks swifter")
}
if (rngenemyspell=6) {
msg ("The area explodes with fiery breaths")
}
if (rngenemyspell=7) {
msg ("Player is being drained of energy")
}
if (rngenemyspell=8) {
msg ("Player is cluttered inwards into matter")
}
enemyspellmaxatk = 4*enemy.atk
enemyspellactualatk = GetRandomInt(1,enemyspellmaxatk)
msg ("Player takes "+enemyspellactualatk+" damage")
player.hp = player.hp-enemyspellactualatk
</function>
<function name="armourloot" parameters="enemy">
if (RandomChance(15)) {
armour.atk2 = GetRandomInt(0,player.atk)
armour.parryatk2 = GetRandomInt(0,player.parryatk)
armour.maxhp2 = GetRandomInt(0,player.maxhp)
armour.alias = enemy.alias1+" armour"
CloneObjectAndMove (armour, game.pov.parent)
}
</function>
<function name="change skill4" parameters="enemy"><![CDATA[
if (enemy.alias1="wurm") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " swarm"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("the sand is moving")
if (wurm.hp>0) {
MoveObjectHere (wurm)
}
if (wurm1.hp>0) {
MoveObjectHere (wurm1)
}
if (wurm2.hp>0) {
MoveObjectHere (wurm2)
}
if (wurm3.hp>0) {
MoveObjectHere (wurm3)
}
}
if (rng=2) {
enemy.alias2 = " sandfall"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("you can see nothing but sand")
msg ("12 damage taken")
player.hp = player.hp-12
}
if (rng=3) {
enemy.alias2 = " burrow"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=4) {
enemy.alias2 = " swallowing pit"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("you are getting swallowed into the desert itself")
foreach (lostitems, ScopeInventory()) {
if (HasAttribute(lostitems, "candrop")) {
if (RandomChance(1)) {
RemoveObject (lostitems)
msg ("you lose an item in your inventory")
}
}
}
}
}
if (enemy.alias1="clockwork princess") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " rotating blades"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Player is bleeding")
msg ("Player loses a huge amount of health")
player.hp = player.hp-(player.parryatk+player.parryatk2)
msg ("Player hp: "+player.hp)
}
if (rng=2) {
enemy.alias2 = " jump attack"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " ballet melody"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg (enemy.alias1+ " is spinning")
msg (enemy.alias1+ " plus 1 attack damage")
enemy.atk = enemy.atk+1
}
if (rng=4) {
enemy.alias2 = " charging up"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg (enemy.alias1+"'s engine is running at top speed")
msg (enemy.alias1+" gains crit chance")
enemy.crit chance = enemy.crit chance+10
}
}
if (enemy.alias1="phoenix") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " crescent flames"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Player is burning")
msg ("Player loses a huge amount of health")
player.hp = player.hp-(player.atk+player.atk2)
msg ("Player hp: "+player.hp)
}
if (rng=2) {
enemy.alias2 = " flies upwards"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("the phoenix charges at you from the sky")
if (enemy.slow>2) {
enemy.slow = enemy.slow-1
}
}
if (rng=3) {
enemy.alias2 = " fire aura"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("the phoenix gains an invincible shield")
msg ("the phoenix regenerates "+player.hp+" life")
if (enemy.hp<player.hp) {
enemy.hp = enemy.hp+player.hp
}
}
if (rng=4) {
enemy.alias2 = " spiraling"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("the phoenix is injured")
enemy.hp = enemy.hp/2
msg ("the phoenix is rebirthed again")
enemy.atk = enemy.atk+(enemy.hp/2)
}
}
if (enemy.alias1="cerberus" or enemy.alias1="twilight wolves" ) {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " infernal roar"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg (enemy.alias1+ " plus 1 attack damage")
enemy.atk = enemy.atk+1
}
if (rng=2) {
enemy.alias2 = " chained to underworld"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
if (rng=3) {
enemy.alias2 = " abyss bite"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Player is bleeding")
msg ("Player loses a huge amount of health")
player.hp = player.hp-(player.parryatk+player.parryatk2)
msg ("Player hp: "+player.hp)
}
if (rng=4) {
enemy.alias2 = " howling rift"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
if (enemy.alias1="crocodilian" or enemy.alias1="king gator") {
rng = GetRandomInt(1,4)
if (rng=1) {
enemy.alias2 = " drooling"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg (enemy.alias1+ " plus 1 attack damage")
enemy.atk = enemy.atk+1
}
if (rng=2) {
enemy.alias2 = " snatched bite"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Player's leg is limping")
}
if (rng=3) {
enemy.alias2 = " death roll"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
msg ("Player is bleeding")
msg ("Player loses a huge amount of health")
player.hp = player.hp-(player.parryatk+player.parryatk2)
msg ("Player hp: "+player.hp)
}
if (rng=4) {
enemy.alias2 = " submerged"
enemy.alias = enemy.alias1+enemy.alias2
enemy.slot = rng
}
}
]]></function>
<function name="equip weapon" parameters="this">
player.accuracy = this.accuracy
player.accuracy2 = this.accuracy2
player.deflect = this.deflect
player.deflect2 = this.deflect2
player.ignite = this.ignite
player.vortex = this.vortex
player.stun = this.stun
player.glacier = this.glacier
msg ("Weapon accuracy: "+this.accuracy)
msg ("Weapon rng accuracy: "+this.accuracy2)
msg ("Weapon deflect: "+this.deflect)
msg ("Weapon rng deflect: "+this.deflect2)
msg ("Weapon ignite: "+this.ignite)
msg ("Weapon vortex: "+this.vortex)
msg ("Weapon stun: "+this.stun)
msg ("Weapon glacier: "+this.glacier)
</function>
<function name="unequip weapon" parameters="this">
player.accuracy = 0
player.accuracy2 = 0
player.deflect = 0
player.deflect2 = 0
player.ignite = 0
player.vortex = 0
player.stun = 0
player.glacier = 0
msg ("Weapon accuracy: "+player.accuracy)
msg ("Weapon rng accuracy: "+player.accuracy2)
msg ("Weapon deflect: "+player.deflect)
msg ("Weapon rng deflect: "+player.deflect2)
msg ("Weapon ignite: "+player.ignite)
msg ("Weapon vortex: "+player.vortex)
msg ("Weapon stun: "+player.stun)
msg ("Weapon glacier: "+player.glacier)
</function>
<function name="skill_loot" parameters="enemy">
if (RandomChance(9)) {
skill.skill 1 = PickOneString ("aimed slash;double fist;slingshot;cherry blossom shuriken;heavenly torrent")
skill.skill 2 = PickOneString ("spinning kick;synchronous kick;arrow strike;petal strike;anti-demon slash")
skill.skill 3 = PickOneString ("triple spear;double swipe;somersault kick;phantom blade;crescent blade stance")
skill.skill 4 = PickOneString ("thunderous step;powerful stance;vortex punch;blossom veil;powerful stab")
skill.alias = enemy.alias1+" skill"
CloneObjectAndMove (skill, game.pov.parent)
}
</function>
<function name="playerskill" parameters="enemy">
// slot 1, skill 1, five skills
if (RandomChance(20+player.stance)) {
if (anchorskill.castskill="aimed slash") {
msg ("Player attacked the enemy's weakness spot")
skilldmg = 10+player.technique
}
if (anchorskill.castskill="double fist") {
msg ("Player pound the enemy twice")
skilldmg = 11+player.technique
}
if (anchorskill.castskill="slingshot") {
msg ("Player fling a quick shrapnel")
skilldmg = 12+player.technique
}
if (anchorskill.castskill="cherry blossom shuriken") {
msg ("Player hurl a deadly ranged weapon")
skilldmg = 13+player.technique
}
if (anchorskill.castskill="heavenly torrent") {
msg ("Player blast the enemy with a hydro current")
skilldmg = 14+player.technique
}
if (anchorskill.castskill="aimed slash" or anchorskill.castskill="double fist" or anchorskill.castskill="slingshot" or anchorskill.castskill="cherry blossom shuriken" or anchorskill.castskill="heavenly torrent") {
if (RandomChance(player.feign)) {
skilldmg = skilldmg*2
}
msg ("Enemy takes " + skilldmg + " damage")
enemy.hp = enemy.hp-skilldmg
}
}
// slot 2, skill 2, five skills
if (RandomChance(20+player.stance)) {
if (anchorskill.castskill="spinning kick") {
msg ("Player kicked the enemy twice")
skilldmg = 20+player.technique
}
if (anchorskill.castskill="synchronous kick") {
msg ("Player upper kick the enemy")
skilldmg = 21+player.technique
}
if (anchorskill.castskill="arrow strike") {
msg ("Player shoot a long arrow into the enemy's skull")
skilldmg = 22+player.technique
}
if (anchorskill.castskill="petal strike") {
msg ("Player threw a flower as a distraction and does a flying stab")
skilldmg = 23+player.technique
}
if (anchorskill.castskill="anti-demon slash") {
msg ("Player bleed the demon's aura into half")
skilldmg = 24+player.technique
}
if (anchorskill.castskill="spinning kick" or anchorskill.castskill="synchronous kick" or anchorskill.castskill="arrow strike" or anchorskill.castskill="petal strike" or anchorskill.castskill="anti-demon slash") {
if (RandomChance(player.feign)) {
skilldmg = skilldmg*2
}
msg ("Enemy takes " + skilldmg + " damage")
enemy.hp = enemy.hp-skilldmg
}
}
</function>
<function name="idleaction"><![CDATA[
if (game.pov.parent=room89) {
msg ("You sit down and drink with monkeys")
}
if (game.pov.parent=room10) {
msg ("\"The best sword is the player itself\"<br/><br/>An item is revealed")
MakeObjectVisible (relic sword)
}
if (game.pov.parent=room240) {
msg ("When you open your eyes,<br/>the night has already crawled in<br/><br/>An item is revealed")
MakeObjectVisible (devil fist)
}
if (game.pov.parent=room251) {
firsttime {
msg ("you wake up rise and shine<br/>you feel rejuvenated<br/><br/>your hp is restored to full (this effect triggers on first time only)")
player.hp = player.maxhp+player.maxhp2
}
otherwise {
msg ("you wake up rise and shine<br/>you feel rejuvenated")
}
}
]]></function>
<function name="playerskillbuff">
// slot 3, skill 3, five skills player.bonusatk
if (RandomChance(20+player.stance)) {
if (anchorskill.castskill="triple spear") {
msg ("Player choke the enemy's retreat path with 3 simple pokes")
bonusatk = 1+player.technique
}
if (anchorskill.castskill="double swipe") {
msg ("Player clawed through his way")
bonusatk = 2+player.technique
}
if (anchorskill.castskill="somersault kick") {
msg ("Player spinned ridiculously")
bonusatk = 3+player.technique
}
if (anchorskill.castskill="phantom blade") {
msg ("Player takes out his hidden black blade")
bonusatk = 4+player.technique
}
if (anchorskill.castskill="crescent blade stance") {
msg ("Player swirled his katana backwards in a slow movement")
bonusatk = 5+player.technique
}
if (anchorskill.castskill="triple spear" or anchorskill.castskill="double swipe" or anchorskill.castskill="somersault kick" or anchorskill.castskill="phantom blade" or anchorskill.castskill="crescent blade stance") {
if (RandomChance(player.feign)) {
bonusatk = bonusatk*2
}
msg ("Player gains atk bonus for a short duration")
player.bonusatk = player.bonusatk+bonusatk
}
}
// slot 4, skill 4, five skills
if (RandomChance(20+player.stance)) {
if (anchorskill.castskill="thunderous step") {
msg ("Player blitz through the arena")
bonusknockback = 11+player.technique
}
if (anchorskill.castskill="powerful stance") {
msg ("Player holds his posture")
bonusknockback = 12+player.technique
}
if (anchorskill.castskill="vortex punch") {
msg ("Player dives attack the opponent, face to face")
bonusknockback = 13+player.technique
}
if (anchorskill.castskill="blossom veil") {
msg ("Player enters into stealth mode")
bonusknockback = 14+player.technique
}
if (anchorskill.castskill="powerful stab") {
msg ("Player destroys the enemy's armour")
bonusknockback = 15+player.technique
}
if (anchorskill.castskill="thunderous step" or anchorskill.castskill="powerful stance" or anchorskill.castskill="vortex punch" or anchorskill.castskill="blossom veil" or anchorskill.castskill="powerful stab") {
if (RandomChance(player.feign)) {
bonusknockback = bonusknockback*2
}
msg ("Opponent is knockbacked heavily")
player.bonusknockback = player.bonusknockback+bonusknockback
}
}
</function>
<function name="rng skill auto parry">
// might be possible to do rng auto skill,
// set this.auto =true
// start auto timer,
// for each objects,
// if have attribute auto and auto =true
// 25% do 1 action
//
// press auto to change auto to false
// decline player request when there are two auto =true found in all objects
</function>
<function name="weapon finder">
foreach (test, AllObjects()) {
if (HasAttribute(test, "feature_wearable")) {
MakeObjectVisible (test)
MoveObjectHere (test)
}
}
</function>
<function name="test 10 enemy loot">
enemyloot
enemyloot
enemyloot
enemyloot
enemyloot
enemyloot
enemyloot
enemyloot
enemyloot
enemyloot
</function>
<timer name="random battle countdown">
<interval>3</interval>
<enabled />
<script><![CDATA[
DisableTimer (random battle countdown)
game.enemycount = 0
attack
totalfast = 0
totalslow = 0
foreach (enemy, GetDirectChildren (game.pov.parent)) {
if (HasAttribute(enemy, "enemy")) {
if (enemy.visible=true) {
change skill (enemy)
change skill1 (enemy)
change skill2 (enemy)
change skill3 (enemy)
change skill4 (enemy)
game.enemycount = game.enemycount+1
totalfast = totalfast+enemy.fast
totalslow = totalslow+enemy.slow
}
}
}
if (game.enemycount>0) {
rngtime = GetRandomInt(totalfast/game.enemycount, totalslow/game.enemycount)
rngtime = rngtime+player.stun
SetTimerInterval (random battle countdown, rngtime)
msg ("Next attack in "+rngtime+" seconds")
EnableTimer (random battle countdown)
}
]]></script>
</timer>
<timer name="killed">
<interval>1</interval>
<enabled />
<script><![CDATA[
foreach (enemy, GetDirectChildren (game.pov.parent)) {
if (HasAttribute(enemy, "enemy")) {
if (enemy.hp<1) {
if (not HasAttribute(enemy, "noloot")) {
enemyloot
if (HasAttribute(enemy, "boss")) {
msg ("Boss defeated")
CloneObjectAndMoveHere (level_up)
}
armourloot (enemy)
skill_loot (enemy)
}
msg (enemy.alias1+" is slained")
RemoveObject (enemy)
msg ("Your hp is restored")
player.hp = player.maxhp+player.maxhp2
msg ("Player hp: "+player.hp)
if (enemy.name="genbu horse marshal") {
UnlockExit (room40 to room41)
UnlockExit (room36 to room97)
msg ("The gateway to the heir's room is opened")
MakeObjectVisible (victor cleave)
MoveObject (victor cleave, game.pov.parent)
}
if (enemy.name="butterfly maiden") {
UnlockExit (room9 to room72)
MakeExitVisible (room67 to room70)
MakeExitVisible (room52 to room75)
MakeExitVisible (room83 to room82)
msg ("You hear some tinker sounds, a few doors have been unlocked")
}
if (enemy.name="gold griffin") {
MakeObjectVisible (gold medal)
msg ("You take the gold medal from the griffin's neck")
AddToInventory (gold medal)
}
if (enemy.name="ape emperor") {
msg ("The emperor collapses, but wait...")
MoveObject (headless ape, room87)
}
}
}
}
if (player.hp<1) {
msg ("You are defeated")
finish
}
// check timer function=> msg ("1 sec")
]]></script>
</timer>
</asl>