' "Hellfire" ' Created with QDK Pro 4.03 !include define game asl-version <400> gametype singleplayer start game author game version <1.0> game copyright game info background startscript { give move set string set string set string set string flag on set string } command playerwin command playerlose command stop command exec command exec command do command exec command exec verb msg error end define define options debug on panes on abbreviations on end define define synonyms climb the ladder = climb ladder climb the stepladder; climb ladder; climb the ladder = climb stepladder end define define room look indescription south msg east west up define object look msg prefix displaytype article gender end define end define define room alias look indescription north east msg west define object look msg prefix displaytype article gender use { msg hide create exit north } end define end define define room alias look indescription north east end define define room look indescription south east west msg command msg command msg command { if flag then { msg create exit east } else msg } define object look msg prefix displaytype article gender action { msg show } end define define object look msg speak msg <"Hey table."> prefix displaytype article gender action msg end define define object alt look msg prefix displaytype article gender container open close add remove list off action msg action msg end define define object
look msg prefix displaytype article gender container open close add remove end define define object alt look msg take prefix displaytype article gender parent action msg end define define object look msg prefix displaytype article gender use { msg show action msg } action msg end define define object alias look msg take prefix displaytype article gender hidden use { if ( #quest.currentroom# = hallwayswlanding2 ) then { msg create exit west } else msg } drop nowhere action msg action msg end define end define define room alias look indescription east command do define object alias look msg prefix displaytype article gender action msg end define define object look msg prefix displaytype article gender action msg action msg end define define object alias look msg take prefix displaytype article gender hidden use { if ( #quest.currentroom# = hallwayswlanding2 ) then { msg create exit north } else msg } drop nowhere end define end define define room look indescription north south northeast <1> end define define room look indescription south define object look msg prefix displaytype article gender end define define object alias look msg prefix displaytype article gender action msg end define define object look msg prefix displaytype article gender use { msg hide show } action msg end define define object look msg take prefix displaytype article gender drop nowhere end define define object look msg take prefix displaytype article gender end define define object look msg prefix displaytype article gender hidden use { msg hide hide show } container open msg end define define object alias look msg take prefix displaytype article gender hidden use { if ( #quest.currentroom# = dining room ) then { msg create exit west } else msg } drop nowhere end define end define define room end define define room alias look indescription north west msg southeast end define define room alias look indescription south west msg up { if here then { msg goto } else msg } command { msg goto } command exec end define define room look indescription down { msg goto } define object look msg prefix displaytype article gender action { msg hide show show } end define define object look msg prefix displaytype article gender action msg end define define object look msg prefix displaytype article gender use msg use msg action msg action msg end define define object alias look msg prefix displaytype article gender hidden use { msg hide hide show } action msg end define define object alias look msg take prefix displaytype article gender drop nowhere end define define object look msg take displaytype article gender hidden drop nowhere action msg <"6 2 5."|nPut the numbers in order.> end define end define define room south define object look msg take prefix displaytype article gender end define end define define room look indescription south msg east define object look msg displaytype article gender action { if ( #barrel# = full ) then { msg show set string } else msg } end define define object look msg take prefix displaytype article gender hidden properties action { msg property } end define end define define room look indescription north south end define define room alias look indescription north east end define define room alias look indescription east west end define define room alias look indescription south west end define define room alias indescription north description playerwin end define define procedure msg enter msg enter msg enter msg if ( #lock1# = 1 ) and ( #lock2# = 8 ) and ( #lock3# = 3 ) then { msg create exit north } else msg end define define procedure msg lose show create exit east end define define procedure if here then msg else do end define define procedure msg end define define procedure if flag then { msg create exit west flag off } else msg end define define procedure choose choose choose if flag then { msg show } else msg end define define procedure if got then msg else if here then msg else msg end define define text You look out of your bedroom window at the old house at the top of the hill. You have always been curious about that house. Suddenly you get up and walk down the stairs into the downstairs hallway. You get a kitchen knife from the kitchen and walk onto the street. It is dark and the only light comes from the street lamps. You walk up the hill to the old house and push open the door. As you walk in the door slams shut behind you! end define define text You lost! end define define text You climb over the gate and start running! You can here a ticking and hurl yourself through the door of your house and slam it. Why are you running? Then the house explodes/! A fireball explodes past your house directly where you were running! Later you name what happened next "the cluster fireball." The fireball splits into about 1000 fireballs and smashes there way through the city but no one dies. They end up at the aquarium. The fireballs plung into the fish tank. How did you know? You had seen an immage of a fireball in your mind as you were running. You black out! You wake up the next morning in bed. Was it a dream? You look out of the window. No it wasn't. The house is in rubble at the top of the hill. You see that the school has been hit by 100 of the fireballs and will be out of action for about 6 or more months. YOU WIN! end define define selection info choice msg choice msg end define define selection info choice { if ( #drawer1# = full ) then { msg show set string } else msg } choice { if ( #drawer2# = full ) then { msg show set string } else msg } choice { if ( #drawer3# = full ) then { msg show set string } else msg } end define define selection info choice <1> msg <> choice <2> flag on choice <3> msg <> choice <4> msg <> choice <5> if flag then flag on choice <6> if flag then flag on choice <7> msg <> choice <8> msg <> choice <9> msg <> end define