Home
Start a new game
Explore games
Help
Log in or sign up
Log in
Username
Password (
Forgot it?
)
×
New to Playfic?
Full Name
Email
Username
Password
Password (confirm)
Are you sure about this?
Dinosaur Bribery
by
Finnegan Brennan-Kos
Played 1,075 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Dinosaur Bribery" The Field is a room. The description of the field is "You are in a large field. There is a small white Cottage to the west. There is a forest to the South ". The Cottage is west of the field. South of the field is the Forest. The description of Cottage is "You are now in the Cottage. To the North, there is the kitchen where there are tools that you will need later on. Below you there is the basement where you have to go.". the Kitchen is a room. North of the Cottage is the Kitchen. The description of the Kitchen is "You are in the Kitchen. There is a stairway going down..." The sword is a thing in the Kitchen. meat is a thing in the Kitchen. Below Kitchen is the Basement. The description of the basement is "You are now in the basement. You can see a very angry alien. Kill it with your sword.". n is a number that varies. n is 1. Hitting with sword is an action applying to one thing. Understand "Hit [something] with sword"as hitting with sword. Understand "[something]" as hitting with sword. Alienlife is a number that varies. Alienlife is 1. Alien is an animal in the Basement. Instead of hitting with sword: decrease alienlife by 1; if alienlife is 0: remove Alien from play; say "Alien has died. To the South, you find the entrance to the Boiler Room."; South of the Basement is the Boiler room. The Boiler room is a room. The description of the Boiler room is "You are now in the Boiler Room. You hear the faint hum of the boilers. To the South, there is the field and to the North there is the Basement." The rope is a thing in the Boiler room. South of the Boiler Room is the Field. South of the field is the Forest. The Forest is a room. The description of the the Forest is "You are now in the Forest. There is the Oak Grove to the east and the swamp to the west. It smells like a leaf." West of Forest is the Swamp After going to the Swamp, increase score by 50 after of going west from Forest: say "It's a trap! You fell in."; move player to Death [-----------Begin Oak Grove-------------] [And the rest is all scenario:] The Oak Grove is a room. Oak Grove is east of the Forest. "You are now in Oak Grove. To the west there is the Forest. To the east there is the Top of cliff." The Very Hungry Dog is an animal in the Oak Grove. Instead of going east in the presence of a dog: if g is 2, say "[The Dog] moves to block your exit, glaring down at you with all the bristles on its skin extended to full size."; otherwise move player to the top of the cliff. g is a number that varies. g is 2 Instead of going east in the presence of a dog: if g is 2, say "The Dog moves to block your exit, though it might allow you past if you offered further tribute."; otherwise move player to the top of the cliff. Feeding is an action applying to one thing. Understand "feed [something]" as feeding. lo is a number that varies. lo is 2. after taking meat for the first time, increase lo by one. bob is a room After feeding the dog: if lo is 2, say "You have nothing to feed it with."; continue the action. After feeding the dog: if lo is 3, say "You have fed the dog. It is satisfied. To the East there is the top of cliff..."; continue the action. After feeding the dog: if lo is 3, increase g by 1; continue the action. After feeding the dog: if lo is 3, move meat to bob; continue the action. After feeding the dog: if lo is 3, decrease lo by 1; continue the action. After feeding dog, increase score by 5 [-----------End Oak Grove-------------] Oak Grove is west of the Top Of The Cliff. The top of the cliff is a room. The description of the top of the cliff is "You are now At the top the Cliff. You feel a faint breeze. Below there is the Bottom of the cliff. West is Oak Grove." Bottom of the cliff is a room. the description of the bottom of the cliff is "You made it to the bottom of the cliff. It's a good thing you had the rope because you would have died. South is the beach." South of the Bottom of the cliff is the Beach Death is a room. after of going down from the Top of the cliff: say "You fell down the cliff with no rope"; move player to Death k is a number that varies. k is 2 before taking rope, increase k by 1. Instead of going down in the cliff: if k is 2, say " You fell down the cliff with no rope."; otherwise move player to the Bottom of the cliff. before going down in cliff: if k is 2, move player to Death. The block giving rule is not listed in the check giving it to rules. [As it happens, correct behavior is built into the GIVE command once "block giving" is turned off, so we do not have to write a replacement report or carry-out rule; the object will be transferred to the possession of the caterpillar. But we do want to adjust the action just a little so that our gift cheers up the recipient:] Carry out giving (this is the gratitude for gifts rule): improve the mood of the second noun. Mood is a kind of value. The moods are hostile, suspicious, indifferent, friendly, and adoring. An animal has a mood. An animal is usually indifferent. To improve the mood of (character - an animal): if the mood of character is less than friendly, now the mood of the character is the mood after the mood of the character. [Now whenever we give something to an animal, the animal will be pleased about the present. Of course, we might also want to add a check rule to giving, to see whether the offering is something the recipient really wants:] [Check giving (this is the polite refusal of unwanted objects rule): unless [the noun] interests [the second noun]; say "[The second noun] disdainfully refuses [the noun]." instead.] To decide whether (item - a thing) interests (character - a person): if the character has the item, no; if the item is edible, yes; no. Instead of showing something to someone: try giving the noun to the second noun. [There is already a perfectly workable report rule that will describe what happens when we give something to someone, but let's say we want to report on the recipient's changed mood, too:] After giving something to someone: say "You give [the noun] to [the second noun], who appears mollified and is now merely [mood of the second noun]." [And the rest is all scenario:] The Beach is a room. "You stand on a sandy beach with sunlight beaming in. East is the Big Rock. West is the Cave. A dinosaur is very hungry. You have to find food for it. North is the Heavenly lights but you need to satisfy the dinosaur first." The Small Apple Tree is a thing in the Beach West of the Beach is the Cave. The description of the cave is "Candy Land is north." North of cave is Candy Land The Giant Egg is a thing in the cave after of going north from Cave: say "You fell in the bottomless pit."; move player to Death The Very Hungry Dinosaur is a hostile animal in the Beach. "[The Dinosaur] looks [mood]." Instead of examining the Dinosaur, say "[The Dinosaur] appears [mood]." Instead of going north in the presence of a hostile Dinosaur: say "[The Dinosaur] moves to block your exit, glaring down at you with all the bristles on its skin extended to full size." Instead of going north in the presence of a suspicious Dinosaur: say "[The Dinosaur] moves to block your exit, though it might allow you past if you offered further tribute." East of the Beach is the Big Rock. Big Rock is a room [The Big Rock is East of the Beach. "The smooth and shiny surface of the Rock extends East from here, but you have lost the scent-trail. This is not the way home." The Dead Turkey is an edible thing on the Big Rock.] The Dead Turkey is a thing in the Big Rock. North of the Beach is Heavenly Lights. After going to the Heavenly Lights: say "You have satisfied the dinosaur. You Win!"; end the story finally. After feeding dinosaur for the 3rd time, increase score by 10