' "the assassin" ' Created with QDK Pro 4.03 !include define game asl-version <400> gametype singleplayer start <1st street> game info startscript { set string set string set string set string set numeric show } command { if ( %money% >= #dollars# ) then { msg dec } else msg } command msg <"#say#"> command msg <%money% dollars.> command { if got then { if not exists then { msg show action exec } else msg } else msg } command msg <$$ stands fore money|n-- stands fore object name|n// stands for place name|n|nthe commands are:|nnorth|nsouth|neast|nwest|nnorthest|nnorthwest|nsoutheast|nsouthwest|nup|ndown|nn|ns|ne|nw|nne|nnw|nse|nsw|nu|nd|ngo to //|nlook --|ntalk to --|ntake --|ndrop --|ngive -- to --|nuse --|nuse -- on --|nput -- in --|nopen --|nclose --|nadd -- to --|ngive $$ dollars to --|nexamine --|nx --|nwear --|nremove --|nsearch --|nclimb --|neat --|nread --> command helpdisplaytext command timeron <#timername#> verb msg define variable type numeric value <10> display end define define variable type numeric value <0> end define define variable type numeric value <0> end define end define define options debug on panes on abbreviations on end define define room <1st street> look indescription north south east west define object look speak { msg <"Have you heard? The chief of police has gone on a vacation to a mountain cabin. Now's your chance to... send him to the next world."|n"Where is this cabin?" you ask.|nThe salesman gives you a map. Buying a cheep car you drive into the mountains.> wait msg goto } prefix displaytype article gender hidden end define define object look prefix displaytype article gender properties end define end define define room prefix look west <1st street> command { if ( #dollars# = 8 ) then { if ( %money% >= 8 ) then { msg dec choose } else msg } else msg } command choose define object look speak msg <"It'll cost 8 dollars to see a movie."> prefix displaytype article gender end define end define define room alias prefix look east <1st street> define object speak { msg <"In the mood to assassinate someone. If you are there's a policeman who lives on 3rd street. Here's a pistol."> give action msg <"Come back when you've killed him."> } prefix displaytype article gender use { msg playerlose } end define define object gain show displaytype article gender hidden use { msg property hide } properties end define define object look speak displaytype article gender end define define object alias look speak { msg if ask then { msg <"Great. Get a silencer or You're dead!"> action msg <"Come back when you've delbt with him."> } else msg <"Come back if you change your mind."> } prefix displaytype article gender hidden use { msg playerlose } end define define object alias look speak { msg <"We've got a problem. A new cop has joined the police force but he is arresting loads of mafia members. Can you despose of him for us?"> if ask then { msg <"Great!"> create exit east <3rd street; police station> action msg <"Come back when the job is done."> } else msg <"Come back if you change your mind."> } prefix displaytype article gender hidden end define define object alias look speak { msg <"We need all the mafia members we can get. We're attempting to rob the bank. You up fore it?"> if ask then { msg <"Great."|nHe whacks peter with his mafia issue twin barreled uzi. Peter doesn't react. He points the uzi at Peter. He immedietly sobers up.|n "Take out the guards and the cameras at the bank."|n"Ok" peter says before running to obey his boss.> action msg <"come back when you've robbed the bank."> hide hide show } else msg <"Ok then. Come back if you change your mind."> } prefix displaytype article gender hidden end define define object alias look speak <"No missions right now."> prefix displaytype article gender hidden end define define object alias look speak <"Any idea where my coin is? I need it to access a certain area of town but I've lost it. It had the enetials "a. s" carved into it's surface."> displaytype article gender hidden give { msg hide hide flag on } end define define object alias look speak msg <"This is a disaster! Most of are agents have been killed! All I saw was Peter being arrested by a cop. He stabbed the cop and... well... you saw. We don't know what to do now. If you find any clues bring them to me."> prefix displaytype article gender hidden give { msg <"I knew there was a traitor! Find more clues."> hide inc } give { msg <"Now we know where the main base of the police is. I found this key a few days ago. I'll need you to go into the base and, if possible, kill the chief od police."> hide inc give } end define define object alias look take gain show prefix displaytype article gender hidden drop nowhere end define define object alias look msg <"We need you to enter the cop's base and locate andrue. We need him... desposed of."> prefix displaytype article gender hidden end define end define define room look indescription north <3rd street> south <1st street> east <4th street> west <2nd street> script if flag then do define object alias look prefix displaytype article gender hidden action { msg show action msg } end define define object alias look take prefix displaytype article gender hidden drop nowhere action msg <"Andrue is making great progress. Soon we will know every single operation and will be able to rid this town of the mafia."> end define end define define room <3rd street> look indescription north msg south east place define object alias look speak { msg <"You're coming with me."|nYou are arrested!> playerlose } prefix displaytype article gender use { msg if property then { msg hide show } else { msg playerlose } } end define define object alias look take prefix displaytype article gender hidden drop nowhere properties action { msg property set string } end define end define define room prefix look out <3rd street> define object alias look prefix displaytype article gender use { msg hide action { msg <"Great job. Here's 100 dollars."> inc hide show } goto } end define define object look prefix displaytype article gender end define define object take prefix displaytype article gender end define define object take prefix displaytype article gender end define define object look take prefix displaytype article gender action msg end define end define define room prefix look north <1st street> command msg command { if ( #pawn shop: hat# = hat ) then { msg give set string } else msg } define object look gain show prefix displaytype article gender hidden properties action { msg property } end define define object look take gain show prefix displaytype article gender hidden end define define object look speak choose suffix displaytype article gender use msg end define define object look take gain show displaytype article gender drop nowhere end define define object look take gain show prefix displaytype article gender hidden drop nowhere properties action { msg property } end define define object look take gain show prefix displaytype article gender hidden use { select case <#quest.currentroom#> { case <3rd street> { msg goto <1st street> create exit east <3rd street; > wait goto <3rd street> msg flag on show } case else msg } } drop nowhere end define end define define room define object speak { if ask <"Would you like a room? It's 20 dollars."> then { msg goto dec } } prefix displaytype article gender end define end define define room <2nd street> look indescription north east northeast place define object look prefix displaytype article gender use { msg hide create exit down <2nd street; sewer> create exit up } properties end define end define define room look indescription command choose command { msg enter if ( #call# = / ) then { msg timeron } else msg } define object look prefix displaytype article gender end define define object look prefix displaytype article gender container open close add remove list empty end define define object look prefix displaytype article gender end define define object look take prefix displaytype article gender properties action msg end define define object look prefix displaytype article gender end define define object look prefix displaytype article gender hidden use { if property then { msg hide show create exit west } else { msg playerlose } } end define define object look take prefix displaytype article gender hidden properties action { msg property } end define define object displaytype article gender hidden action msg end define end define define room alias look indescription command { msg if property then { msg goto } else { msg <"Who are you?"|nYou shoot him but he manages to push a panic button before dying. You are arrested!> playerlose } } define object look prefix displaytype article gender end define end define define room alias look indescription define object look speak <"Give me my room service."> displaytype article gender use { msg hide action { msg <"You have saved the mafia allot of trouble dealing with him. 1000 dollars will be deposited into your bank acount immiedietly."> hide show inc } msg goto <1st street> } end define end define define room <4th street> look indescription south east west end define define room look west <4th street> define object look speak { msg <> if ask <"Would you like a pizza? It's only 5 dollars."> then { if ( %money% >= 5 ) then { msg dec } else msg } else msg } prefix displaytype article gender end define end define define room alias <3rd street> description { msg if ( #uniform# = yes ) then { msg goto } else { msg playerlose } } end define define room prefix look north west <3rd street> define object alias look prefix displaytype article gender end define end define define room alias look indescription south define object alias look speak choose prefix displaytype article gender end define define object look prefix displaytype article gender properties end define end define define room alias look indescription north <4th street> east msg define object look speak prefix displaytype article gender end define define object alias look speak { msg <"I found this in one of the dead guard's pockets. Gould luck."|nHe gives you a security card.> give action msg <"Gould luck."> create exit east } displaytype article gender hidden give { msg <"Great! You robbed the bank!"|nHe takes the sack from you and gives you 1000 dollars.|n|nMafia members sneak into the bank and retrieve all the money.> inc hide action { msg <"Great job! Here's 2500 dollars!"|nHe gives you 2500 dollars. You're rich!> inc hide show } hide hide show } end define define object look gain show displaytype article gender hidden end define end define define room prefix look south { if ( #dial1# = blue ) and ( #dial2# = red ) and ( #dial3# = green ) and flag then { msg goto } else msg } west command msg command msg command msg define object look displaytype article gender properties end define define object look displaytype article gender properties end define define object look displaytype article gender properties end define define object look prefix displaytype article gender use { msg flag on } end define end define define room prefix look north define object look take prefix displaytype article gender drop nowhere properties end define define object look prefix displaytype article gender action msg end define end define define room prefix look north south <2nd street> command msg command msg define object look prefix displaytype article gender end define end define define room prefix look south define object look prefix displaytype article gender give anything msg action { msg show action msg } end define define object look take prefix displaytype article gender hidden drop nowhere container open { msg show inc action msg move } end define define object look take prefix displaytype article gender hidden drop nowhere end define end define define room prefix look southwest <2nd street> define object look prefix displaytype article gender action { msg if ( %scafolding% = 0 ) then { msg show inc } else { if ( %scafolding% = 1 ) then { msg show inc } goto } goto } end define define object look take prefix displaytype article gender hidden end define define object look take prefix displaytype article gender hidden end define end define define room look indescription down { msg goto } define object look speak <"Go away."> prefix displaytype article gender end define end define define room prefix look define object alias look prefix displaytype article gender use { msg hide hide create exit north hide goto } end define define object alias look take prefix displaytype article gender hidden drop nowhere action { msg if got then msg } end define end define define room alias prefix look indescription south script action msg command { msg enter select case <#keypad#> { case { msg create exit west } case else msg } } define object look prefix displaytype article gender end define end define define room look script timeron define object look take prefix displaytype article gender use { msg hide hide show } end define define object look take prefix displaytype article gender end define define object look take prefix displaytype article gender hidden action { msg hide show } end define define object alias look take prefix displaytype article gender hidden end define define object look { msg show show hide timeron } prefix displaytype article gender hidden use { msg if got then { msg show give goto } else { msg playerlose } } use msg end define end define define room alias look indescription script { if not got then { msg playerlose } } define object look prefix displaytype article gender use { msg hide hide create exit north } end define end define define room alias look indescription script timeron define object look <3rd street is on the other side of it.> prefix displaytype article gender use msg use { msg flag on } end define define object look displaytype article gender end define end define define room alias prefix look define object alt look speak { msg <"I knew you'd make it here. I've been expecting a visit from the cop chief!"|nThe chief of cops enters.|n "Arrest him immiedietly."> playerlose } prefix displaytype article gender use { msg msg <> goto <1st street> flag on create exit east <1st street; > create exit west <1st street; > hide } end define end define define room look indescription define object look prefix displaytype article gender use { playerwin hide } end define end define define procedure msg wait goto hide action { msg <"You've done a great job. 500 dollars will be deposited into your bank acount immiedietly."> inc hide show } end define define procedure msg wait if property then { msg hide goto } else { msg playerlose } show flag off show end define define procedure msg <1 of the cops fires at you! The bullet thuds into your chest. You are flung back against the window. The cops don't know you're wearing a bullet proof vest!> if flag then { msg goto hide show } else { msg playerlose } end define define timer interval <5> action { msg show timeroff } disabled end define define timer interval <20> action { msg show timeroff } disabled end define define timer interval <4> action { do timeroff } disabled end define define text You work for the mafia. Problems have started though when the mafia killed the chief of police. They ellected a new one but he is arresting mafia members. The police were arresting the mafia before but the when the mafia try to kill the new chief of police the member is given the death sentence! |w |c end define define text For a list of commands type "commands." Welcome to the assassin. There are some different things in this game to other text adventures so I'll point them out here. 1: In some places you will need to give a certain ammount of money to someone. To do this type "give" followed by the amount of money then type "dollars to " then the object name. Enjoy! end define define text You aim and fire! The chief of police stops breathing. You've done it! You despose of the corpse by means of the lake. You've saved the mafia from being arrested and, as an extra bonus, you get a free trip to a mountain cabin! end define define text end define define selection info <"What movie do you want to see?"> choice { msg wait msg } choice msg end define define selection info <"What do you want to buy?"> choice { if ( %money% >= 5 ) then { msg give dec } else msg } choice { if ( %money% >= 1 ) then { msg give dec } else msg } choice { if ( %money% >= 15 ) then { msg give dec } else msg } choice { if ( %money% >= 25 ) then { msg give } else msg } choice <"I need... special weapons."> { msg <"I do have 1 rocket launcher. Want it?"> if ask then { if ( %money% >= 1000 ) then { msg give dec } else msg } } end define define selection info choice msg choice msg choice msg end define define selection info choice <"You're Mom wants you. She's on 3rd street."> { msg <"My Mom is in florida! He can't be a cop! Arrest him!"|nYou are arrested.> playerlose } choice <"There is a member of the mafia being arrested on 3rd street but he's got an uzi. We need all the backup possible."> { msg goto <3rd street> move wait do } choice <"Florida just got blown up by a nuclear bomb."> msg <"No it didn't. Listen this isn't time fore jokes it time to arrest the mafia!"> choice <"Follow me or I'll kill you."> { msg playerlose } choice msg end define