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BL's Assassin
by
Douglas Kiang
Played 1,733 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Assassin" by Brandon Lau [Release along with cover art, a file of "ninja" called "cover.jpg".] A person has a number called max health. A person has a number called present health. The max health of a person is usually 100. The max health of the player is usually 100. The present health of a person is usually 1. Definition: a person is dead if his present health is less than 1. After printing the name of a dead person (this is the I see dead people rule): if the person is dead for at least 1 turn, say "[apostrophe]s dead body" instead. Instead of taking inventory (this is the new inventory listing rule): if the number of things enclosed by the player is 0, say "You don[apostrophe]t seem to have anything at the moment.[line break](Health: [present health of the player])[line break]" instead; say "You are carrying: [line break]"; list the contents of the player, with newlines, indented; say "(Health: [present health of the player])[line break]". Check examining the player (this is the report health rule): say "You [status of the player]. (Health: [the present health of the player])[line break]" instead. To say status of the player: let x be the present health of the player; if x is 100: say "are in perfect health"; otherwise if x is at most 10: say "are near death"; otherwise if x is at most 20: say "are in serious condition"; otherwise if x is at most 30: say "have taken quite a beating"; otherwise if x is at most 60: say "have definitely been better, but you could be worse"; otherwise if x is at most 70: say "are a little beaten up"; otherwise if x is at most 80: say "can almost hide the fact that you have been in a fight"; otherwise if x is at most 90: say "have some scrapes and bruises, but you have looked worse"; otherwise: say "are a little banged up, but still good-looking". Attacking it with is an action applying to two things. Understand "attack [something] with [something]" and "hit [something] with [something]" as attacking it with. The list is a backdrop which is everywhere. understand the command "commands" as something new. Commanding is an action applying to one thing. understand "commands [things]" as commanding. understand "command [things]" as commanding. instead of commanding list: say "This is a list of commands available in the game. Any other action does not exist. All possible exits are listed in the descriptions of every room. Available shortcuts for commands are in parenthesis. [line break][line break]Commands: North (n), East (e), South (s), West (w), Examine (x), Look (l), Inventory (i), [line break]Attack ____ [bold type]with[roman type] ____ , Throw ____ [bold type]at[roman type] _____ , Pick ____ , Take ____ , Climb ____ , [line break]Mix ____ [bold type]with[roman type] ____, Combine ____ [bold type]with[roman type] ____ .". Instead of attacking ninja: If the player carries the sword: try attacking ninja with sword.; otherwise: say "Unless you wanna throw a kunai at the ninja, you need to get a sword to attack!". instead of attacking shogun: If the player carries the sword: try attacking shogun with sword.; otherwise: say "Unless you wanna throw a kunai at the shogun, you need to get a sword to attack!". Check attacking it with: if the second noun is not carried by the player: say "You're not holding [the second noun]." instead. Report attacking it with: say "Your aggressive action has no visible result." Instead of attacking the ninja with the samurai sword: If the player is carrying the samurai sword: if a random chance of 1 in 3 succeeds: say "You defeat the ninja with the thrust of your sword!"; move the ninja to a random room.; increase knife-count of the kunai knife by 1.; say "[line break]The ninja drops a Kunai Knife! You pick it up."; If a random chance of 1 in 5 succeeds: now the player carries the healing salve; increase the salve-count of the healing salve by 1.; say "[line break]The ninja drops a healing salve! You pick it up.".; otherwise: If a random chance of 1 in 3 succeeds: say "The ninja has dodged your attack!"; otherwise: say "The ninja blocks your clumsy attack!"; otherwise: say "You need a sword to attack!" Instead of attacking the Shogun with the samurai sword: If the player is carrying the samurai sword: If a random chance of 2 in 3 succeeds: Let F be a random number from 1 to 25; If F is greater than 20: say "Your blade heavily damages the shogun!"; decrease the present health of the Shogun by F; say "The shogun has been damaged for [F] HP."; say "(Health: [the present health of the shogun])[line break]"; otherwise: say "You slice the shogun with your blade!"; decrease the present health of the shogun by F; say "The shogun has been damaged for [F] HP."; say "(Health: [the present health of the shogun])[line break]"; otherwise: say "The Shogun dodges your attack!".; otherwise: say "You need a sword to attack!". instead of climbing the ninja: now the player carries the brass key.; say "Cheat Activated. You got the brass key". Instead of climbing the knife: increase the knife-count of the kunai knife by 99.; say "Cheat Activated. You got tons of knives.". Instead of climbing the rope: now the player carries the healing salve.; increase the salve-count of the healing salve by 99.; say "Cheat Activated. You got a load of healing salves.". [A cheat for me to test the game] The Kunai Knife is an object. The printed name is "Kunai Knife x [knife-count]". The player is carrying the Kunai Knife. The Kunai Knife has a number called knife-count. The knife-count of the kunai knife is usually 1. The description is "A [bold type]throw[roman type]ing blade forged by expert bladesmiths. The glint of steel shows how deadly sharp it is." understand the command "throw" as something new. understand the command "pick" as something new. picking is an action applying to one thing. understand "pick [things]" as picking. understand "climb [things]" as climbing. understand the command "mix" as something new. understand "mix [something] with [something]" as mixing it with. mixing it with is an action applying to two [carried?] things. understand the command "use" as something new. understand "use [things]" as using. using is an action applying to one thing. Understand "combine [something] with [something]" as combining it with. Combining it with is an action applying to two carried things. Understand the command "attach" as something new. Understand "attach [something] to [something]" as combining it with. Understand the command "connect" as "combine". The combining it with action has an object called the item built. Setting action variables for combining something with something: let X be a list of objects; add the noun to X; add the second noun to X; sort X; repeat through the Table of Outcome Objects: let Y be the component list entry; sort Y; if X is Y: now the item built is the result entry. Check combining it with: if the item built is nothing, say "You can't combine [the noun] and [the second noun] into anything useful." instead. Carry out combining it with: move the item built to the holder of the noun; move the noun to the loot; move the second noun to the loot. Report combining it with: say "You now have [an item built]!". Table of Outcome Objects component list result {rope, hooking claw} grappling hook [taken from tate ^] throwing is an action applying to one thing. understand "chuck [things]" as throwing. understand "heave [things]" as throwing. understand "throw [things]" as throwing. understand "toss [things]" as throwing. understand "hurl [things]" as throwing. understand "pitch [things]" as throwing. understand "throw [something] at [something]" as throwing it at. killing is an action applying to one thing. understand the command "kill" as something new. understand "kill [things]" as killing. check throwing something at a second noun (this is the can't throw what you don't have rule): if the noun is not carried by the player, say "You don't have [the noun]." instead. When play begins: say "After two and a half decades of training since you were born, you've finally been sent on the ultimate mission. You are a ninja assassin, and you have come to kill the shogun: The ruler of Japan. You have nothing with you but a single kunai knife.[line break][line break][bold type]For a list of commands and general information, type 'Commands List'." The present health of the player is 100. The Courtyard is a room. "You've successfully infiltrated into the castle courtyard. It's pitch black, but your ninja training has given you the ability to adjust your eyes in low light. The Shogun's bedroom is to the north." every turn: If the player is in the room1: now the description of the courtyard is "It's pitch black, but your ninja training has given you the ability to adjust your eyes in low light. The Shogun's bedroom is to the north.". The room3 is scenery in the courtyard. The description is "The Shogun's courtyard. His bedroom is to the north." understand "courtyard" as room3. The Castle is scenery in the courtyard. The description is "The Shogun's main castle. You are currently in it's courtyard." The room1 is a room. The printed name of the room1 is "Outside of The Bedroom". It is north of the courtyard. The description is "You are outside a one story building made out of wood and stone. There is only one door to the North which leads to the shogun's bedroom. You see a small glow emanating from the Shogun's bedroom. You can see paths leading to the West and East. The Courtyard is to the South." The paths-room1 is scenery in the room1. The description is "Many flat stones were used to create these paths. They lead to the West and East.". understand "paths" and "path" as the paths-room1. The court1 is scenery in the room1. The description is "The entrance to this giant castle. The courtyard is the only way in or out of this structure.". understand "courtyard" as the court1. The ninja is a person. The ninja is in the alchemy room. every turn: If the location of the ninja is not the location of the player: let D be a random direction; try ninja going D.; otherwise: If a random chance of 1 in 3 succeeds: say "You skillfully dodge the ninja's blade."; otherwise: Let Y be a random number from 1 to 15; If Y is greater than 10: say "The ninja attacks you for a critical hit!"; decrease the present health of the player by Y; say "You have been damaged for [Y] HP."; say "You [status of the player]. (Health: [the present health of the player])[line break]"; otherwise: say "The ninja attacks you!"; decrease the present health of the player by Y; say "You have been damaged for [Y] HP."; say "You [status of the player]. (Health: [the present health of the player])[line break]". Every turn: If the location of the Shogun is the location of the player: If a random chance of 1 in 3 succeeds: say "You skillfully dodge the Shogun's attack."; otherwise: Let Y be a random number from 1 to 30; If Y is greater than 20: say "The Shogun attacks you for a critical hit!"; decrease the present health of the player by Y; say "You have been damaged for [Y] HP."; say "You [status of the player]. (Health: [the present health of the player])[line break]"; otherwise: say "The Shogun attacks you!"; decrease the present health of the player by Y; say "You have been damaged for [Y] HP."; say "You [status of the player]. (Health: [the present health of the player])[line break]". Instead of throwing the kunai knife at the ninja: if the knife-count of the kunai knife is 0: say "You don't have any more knives!"; otherwise: decrease the knife-count of the kunai knife by 1.; if a random chance of 2 in 3 succeeds: say "The Kunai Knife delivers a fatal blow!".; move the ninja to a random room.; if a random chance of 1 in 2 succeeds: increase knife-count of the kunai knife by 1.; say "[line break]The ninja drops a Kunai Knife! You pick it up."; if a random chance of 1 in 5 succeeds: now the player carries the healing salve.; increase the salve-count of the healing salve by 1.; say "[line break]The ninja drops a healing salve! You pick it up.".; Otherwise: say "The ninja successfully dodges your kunai, and the knife flies off into the distance." The Brass Key is an object. The Ninja carries the brass key. The Brass key unlocks the wooden door. The description is "A shiny brass key. I wonder what this unlocks...". Report someone (called the traveler) going: if the traveler is in the location: say "An enemy ninja appears!"; The building is scenery in the room1. the description is "The Shogun's bedroom. Probably designed and made by master architects and builders." The wood is scenery in the room1. the description is "Lumber taken from forests in distant lands. The wood used to make the Shogun's bedroom is high quality." The stone is scenery in the room1. the description is "Looks like ordinary pieces of rock to me." The wall is scenery in the room1. the description is "To the ordinary person, this looks like any old stone wall, but you see a personally made ladder with all of the nooks and crannies between the rocks. Too bad I don't have an item to help me climb this..." understand "bedroom" as the building. understand "walls" as wall. The room2 is scenery in the room1. the description is "A traditional yet fancy-looking roof. I bet I could climb up there somehow." understand "roof" as room2. The glow is scenery in the room1. The description is "You can see the shadowed outline of a person through the walls." The Roof is a room. The roof is up of the room1. "A fancy wooden roof. You notice light seeping through a hole about the size of your fist on the roof." The Target1 is scenery in the roof. understand "Shogun" as the target1. The description is "You can see him through the nice sized hole in the roof.". Instead of attacking shogun: If the player carries the sword: try attacking shogun with sword.; otherwise: say "Unless you wanna throw a kunai at the shogun, you need to get a sword to attack!". instead of throwing knife: say "You want to throw knife at what?". every turn: if the location of the player is in the bedroom: instead of throwing knife: try throwing knife at shogun. check attacking it with: If the second noun is the grappling hook: say "You probably won't be able to use this effectively as a weapon." instead. instead of throwing the kunai knife at the target1: if the knife-count of the kunai knife is 0: say "You don't have any more knives!"; Otherwise: If a random chance of 2 in 3 succeeds: Decrease the knife-count of the kunai knife by 1.; Let D be a random number from 1 to 20; If D is greater than 15: say "The Kunai Knife impales itself in the shogun!"; decrease the present health of the Shogun by D; say "The shogun has been damaged for [D] HP."; say "(Health: [the present health of the shogun])[line break]"; otherwise: say "The Kunai Knife lightly cuts the shogun!"; decrease the present health of the shogun by D; say "The shogun has been damaged for [D] HP."; say "(Health: [the present health of the shogun])[line break]"; otherwise: Decrease the knife-count of the kunai knife by 1.; say "The Shogun dodges the Kunai Knife!". The map is scenery in the roof. The description is "A paper map of Japan showing each province." Instead of climbing the wall: If the player carries the grappling hook: say "You throw the grappling claw and it hooks onto the roof. You climb the rope.".; move player to the roof.; otherwise: say "I need something to help me scale this wall.". Instead of going up when the player is in room1: If the player carries the grappling hook: say "You throw the grappling claw and it hooks onto the roof. You climb the rope.".; move player to the roof.; otherwise: say "I need something to help me scale this wall.". The hole is scenery in the roof. The description is "You peer through the hole and notice the shogun moving around stone pieces on a map, no doubt deciding where to send his army next." Instead of killing the shogun, say "You should [bold type]attack[roman type] the shogun [bold type]with[roman type] a weapon." Instead of killing the ninja, say "You should [bold type]attack[roman type] the ninja [bold type]with[roman type] a weapon." Instead of killing the assassin, say "You should [bold type]attack[roman type] the assassin [bold type]with[roman type] a weapon." Instead of attacking the ninja with the kunai knife: try throwing the kunai knife at the ninja. Instead of attacking the assassin with the kunai knife: try throwing the kunai knife at the assassin. Instead of attacking the shogun with the kunai knife: try throwing the kunai knife at the shogun. The Bedroom is a room. The printed name is "The Shogun's Bedroom". It is north of the wooden door. The description is "The Shogun's personal bedroom. Lit candles cast shadows everywhere on the wooden walls of this room. The walls are decorated with expensive looking pieces of art, and there are many gifts from foreign lands on display.". The candles is scenery in the bedroom. understand "candle" as the candles. The shadows is scenery in the bedroom. understand "shadow" as the shadows. The walls is scenery in the bedroom. understand "wall" as the walls. The art is scenery in the bedroom. The gifts is scenery in the bedroom. understand "gift" as the gifts. The display is scenery in the bedroom. The wooden door is north of the room1 and south of the Bedroom. The wooden door is a door. The wooden door is scenery. The wooden door is lockable and locked. The wooden door is closed. The description is "This strong wooden door can only be opened from the inside. Looks like I'll need to find another way in. You look up and notice that the roof looks reachable. The walls also look great for climbing.". The Garden is a room. It is west of the room1. "The garden is highly maintained and is the perfect picture of serenity. The shogun probably uses this garden to meditate and relax. A beautiful plant catches your eye, as well as a certain bush. You can see a path leading back East and to the West." The plant is scenery in the garden. The description is "On closer inspection, your eyes light up with recognition. You can tell by the color and shape that this is a blue mountain flower plant. Your master has taught you that when mixed with another ingredient, a healing salve can be made.". understand "flower plant" as plant. The bush is scenery in the garden. The description is "On closer inspection, you notice that you've seen this before! You recognize it as a thistle branch bush, an important ingredient for making healing salves.". understand "thistle branch bush" as bush. understand "branch bush" as bush. The Supply room is a room. It is east of the room1. "A large supply room. The wooden shelf is lined with random junk. A glint of shiny steel catches your eye next to the pile of rope on the top shelf. You can see paths leading to the East and West." The wooden shelf is scenery in the supply room. the description is "An ordinary looking shelf made out of wood. It looks quite old. They really should replace it soon.". The random junk is scenery in the supply room. the description is "Just a bunch of strewn useless looking junk on the shelf.". The shiny steel is scenery in the supply room. The description is "On closer inspection, you notice that this is a shiny, new, steel hooking claw.". the hclaw is scenery in the supply room. understand "hooking claw" as hclaw. instead of taking the shiny steel for the first time: try taking the hclaw. Instead of taking the shiny steel: say "It's not on the shelf anymore.". instead of examining the shiny steel for the first time: If the player carries the hooking claw: say "A shiny steel hooking claw.".; otherwise: say "On closer inspection, you notice that this is a shiny, new, steel hooking claw.".; try taking the hclaw.; Instead of examining the shiny steel: say "A shiny steel hooking claw.". instead of taking the hclaw: now the player carries the hooking claw.; say "You take the hooking claw from its shelf.". every turn: if the player carries the hooking claw: now the description of the supply room is "A large supply room. The wooden shelf is lined with random junk. There is a pile of rope on the top shelf. You can see paths leading to the East and West.". The string is scenery in the supply room. understand "rope" as string. The description is "An ordinary looking rope made from fibers twisted together.". instead of taking the string: now the player carries the rope.; say "You take the rope from the shelf.". every turn: if the player carries the rope: now the description of the supply room is "A large supply room. The wooden shelf is lined with random junk. A glint of shiny steel catches your eye. You can see paths leading to the East and West.". every turn: if the player carries the rope: If the player carries the hooking claw: now the description of the supply room is "A large supply room. The wooden shelf is lined with random junk. You can see paths leading to the East and West.". The hooking claw is a thing. The printed name is "Hooking Claw". It is in the loot. The description is "A steel claw made for hooking. I wonder if I can [bold type]combine[roman type] this [bold type]with[roman type] anything...". The Grappling Hook is a thing. It is in the loot. The description is "A nice steel grappling hook attached to a long rope. I can use this to [bold type]climb[roman type] things.". The Armory is a room. It is east of the Supply room and south of the Alchemy room. "The armory is filled with weapons for footsoldiers, from naginatas to longbows. Too bad they're too unwieldy for an assassin to use. However, you notice a fancy looking sheath at the end of the room. You can see a path leading to the West and North.". The weapons is scenery in the armory. The description is "There are many different kinds of weapons here that could be distributed out to the soldiers of the Shogun's army.". understand "weapon" as weapons. instead of taking weapons: say "I don't see any general weapon here that would be worth taking.". The naginatas is scenery in the armory. The description is "A long pole with a short blade attached to the end. Useful against horsemen.". understand "naginata" as naginatas. instead of taking naginatas: say "That weapon is too large and unwieldy for an assassin like yourself to carry around". The longbows is scenery in the armory. The description is "A handcrafted longbow made out of curved wood and drawstring made from horse hair.". understand "longbow" and "bow" as longbows. instead of taking longbows: say "Most of your encounters with the enemy will be from short to medium range. The bow takes some time to draw. Probably not the best idea to carry one with you.". The sheath is scenery in the armory. The description is "An intricately designed sheath which is made to house a fine blade.". The blade is scenery in the armory. instead of taking blade for the first time: now the player carries the samurai sword.; say "You grab the hilt and pull the samurai sword out of its sheath. The glint of razor sharp steel proves how deadly this weapon can be. You take it with you and fix it to your back for easy access.".; Instead of taking blade: say "The samurai sword is gone from the sheath.". instead of taking sheath for the first time: now the player carries the samurai sword.; say "You grab the hilt and pull the samurai sword out of its sheath. The glint of razor sharp steel proves how deadly this weapon can be. You take it with you and fix it to your back for easy access.".; Instead of taking sheath: say "The samurai sword is gone from the sheath.". The Rope is an object. It is in the loot. The description is "An ordinary looking rope made from fibers twisted together. I wonder if I can [bold type]combine[roman type] this [bold type]with[roman type] anything...". The Samurai Sword is an object. The description is "A fine steel blade forged by master blacksmiths. The metal has been folded over countless times to create a razor sharp edge that is extremely hard to dull. You can use it to [bold type]attack[roman type] different things.". The samurai sword is in the loot. understand "blade" as the samurai sword. The Alchemy room is a room. It is north of the Armory room. The printed name is "Alchemy Room". The description is "A room used by the doctors of the castle to create many different items. There are papers strewn about everywhere on the table. You can see a path leading to the South and the West.". The papers is scenery in the alchemy room. The description is "Just ordinary pieces of white paper.". understand "paper" as papers. Instead of taking the papers: say "You don't see a reason to take blank pieces of paper.". The Mortar & Pestle is an object. It is in the alchemy room. The description is "An alchemy tool. I can use this to help me [bold type]combine[roman type] things.". The Training Grounds is a room. It is west of the garden. The description is "The grounds where the Shogun trains his army. Nothing special about this place except for the funny looking practice dummy stuffed in straw. You see paths leading to the East and North.". The practice dummy is scenery in the training grounds. The description is "A practice dummy stuffed with straw. It has holes and slice marks everywhere.". understand "dummy" as the practice dummy. instead of attacking the practice dummy: If the player carries the sword: try attacking the practice dummy with the sword.; otherwise: say "Unless you want to throw the knife at the dummy, you'll need a weapon to do that.". Instead of attacking the practice dummy with the sword: say "As you start practicing with the dummy, you get a better understanding and feel for your weapon![line break]You learn that the max damage of the samurai sword is 25!". Instead of throwing the knife at the dummy: try attacking the dummy with the knife. Instead of attacking the practice dummy with the kunai: say "As you start practicing with the dummy, you get a better understanding and feel for your weapon![line break]You learn that the max damage of the Kunai Knife is 20!". The Kitchen is a room. it is north of the training grounds. The description is "The kitchen where the Shogun's personal chef cooks all of his meals. I could just slip some poison into one of his meals but where's the fun in that? There are many different kinds of food scattered around the room. There are exits to the South and the East.". The food is scenery in the kitchen. The description is "There are so many different things here I wouldn't know what to choose to eat.". instead of taking food: if a random chance of 1 in 2 succeeds: say "I should really focus on the mission instead of pigging out." instead.; otherwise: say "'Well, I guess it's alright. At least there's no way I'll die hungry if I eat something.'".; If a random chance of 1 in 3 succeeds: say "You find and eat an alkanet flower. Slightly bitter.".; If the present health of the player is at most 90: increase the present health of the player by 10.; say "The alkanet flower heals you for 10 hp![line break](Health: [the present health of the player])".; otherwise: now the present health of the player is 100.; say "The alkanet flower heals you to full health![line break](Health: [the present health of the player])".; otherwise: If a random chance of 2 in 3 succeeds: say "You find and eat a honeycomb. Sweet and tasty.".; If the present health of the player is at most 85: increase the present health of the player by 15.; say "The delicious honeycomb heals you for 15 hp![line break](Health: [the present health of the player])".; otherwise: now the present health of the player is 100.; say "The delicious honeycomb heals you to full health![line break](Health: [the present health of the player])".; otherwise: say "You find and eat a glowing blue-green plant labeled rare-nirnroot. 'Meh, tastes alright.'".; If the present health of the player is at most 75: increase the present health of the player by 25.; say "You get a warm feeling in your stomach. It heals you for 25 hp![line break](Health: [the present health of the player])".; otherwise: now the present health of the player is 100.; say "You get a warm feeling in your stomach. It heals you to full health![line break](Health: [the present health of the player])".; instead of eating the food: try taking the food. The d-room is a room. The printed name is "Dark Room". It is east of the kitchen and west of the alchemy room. "As you walk into this room you feel cold chills running down your spine. There is absolutely nothing in this room besides you and an old iron door leading to the North. There are exits to the West and East.". The old iron door is a door. the old iron door is scenery. It is north of the d-room. It is locked and lockable. It is open. The description is "A rusty black colored old door. You feel chills and get an uneasy feeling when looking at it.". The Security room is a room. it is north of the old iron door. "This is where the enemy samurai and ninja gather to discuss security for their castle. Looks like a plain old room. The old iron door leads South.". Instead of going through the old iron door for the first time: say "You have a bad feeling in the pit of your stomach. You contemplate whether you really want to go through the door...". instead of going through the old iron door for the second time: move the player to the security room.; now the old iron door is closed.; say "It's a trap! The old iron door somehow slams shut and locks you inside! An enemy Assassin is trying to kill you!". The Assassin is a person. The Assassin is scenery. The Assassin is in the Security room. The max health of the Assassin is 150. The present health of the Assassin is usually 150. Instead of attacking the Assassin with the samurai sword: If the player is carrying the samurai sword: If a random chance of 2 in 3 succeeds: Let F be a random number from 1 to 25; If F is greater than 20: say "Your blade heavily damages the Assassin!"; decrease the present health of the Assassin by F; say "The Assassin has been damaged for [F] HP."; say "(Health: [the present health of the Assassin])[line break]"; otherwise: say "You slice the Assassin with your blade!"; decrease the present health of the Assassin by F; say "The Assassin has been damaged for [F] HP."; say "(Health: [the present health of the Assassin])[line break]"; otherwise: say "The Assassin blocks your attack!".; otherwise: say "You need a sword to attack!". Instead of attacking the Assassin: If the player carries the sword: try attacking the Assassin with sword.; otherwise: say "Unless you wanna throw a kunai at the Assassin, you need to get a sword to attack!". Instead of attacking the samurai sword: If the player carries the sword: try attacking the Assassin with sword.; otherwise: say "Unless you wanna throw a kunai at the Assassin, you need to get a sword to attack!". instead of throwing the kunai knife at the Assassin: if the knife-count of the kunai knife is 0: say "You don't have any more knives!"; Otherwise: If a random chance of 2 in 3 succeeds: Decrease the knife-count of the kunai knife by 1.; Let D be a random number from 1 to 20; If D is greater than 15: say "The Kunai Knife impales itself into the Assassin!"; decrease the present health of the Assassin by D; say "The Assassin has been damaged for [D] HP."; say "(Health: [the present health of the Assassin])[line break]"; otherwise: say "The Kunai Knife lightly cuts the Assassin!"; decrease the present health of the Assassin by D; say "The Assassin has been damaged for [D] HP."; say "(Health: [the present health of the Assassin])[line break]"; otherwise: Decrease the knife-count of the kunai knife by 1.; say "The Assassin blocks the Kunai Knife with his weapon!". every turn: If the present health of the Assassin is less than 1: If the location of the Assassin is the location of the player: move the Assassin to the loot.; say "You have defeated the Assassin![line break]You hear the door click behind you.".; say "[line break]The Assassin drops a brass key! You pick it up!".; now the player carries the brass key.; now the old iron door is unlocked.; say "The Assassin drops 3 Healing Salves and 5 Kunai Knives! You pick them up!".; now the player carries the healing salve.; increase the salve-count of the healing salve by 3.; increase the knife-count of the kunai knife by 5. Every turn: If the location of the Assassin is the location of the player: If a random chance of 1 in 4 succeeds: say "You skillfully dodge the Assassin's attack."; otherwise: Let Y be a random number from 1 to 25; If Y is greater than 20: say "The Assassin attacks you for a critical hit!"; decrease the present health of the player by Y; say "You have been damaged for [Y] HP."; say "You [status of the player]. (Health: [the present health of the player])[line break]"; otherwise: say "The Assassin attacks you!"; decrease the present health of the player by Y; say "You have been damaged for [Y] HP."; say "You [status of the player]. (Health: [the present health of the player])[line break]". The loot is a room. The Blue Mountain Flower is an object. The printed name is "Blue Mountain Flower x [blueflower-count]". The blue mountain flower has a number called blueflower-count. The blueflower-count of the blue mountain flower is usually 1. It is in the loot. The description is "A beautiful bright blue flower that usually only grows in the mountains. Your master has taught you that if [bold type]mix[roman type]ed [bold type]with[roman type] another ingredient, a healing salve can be made.". understand "flower" as blue mountain flower. The Thistle Branch is an object. The printed name is "Thistle Branch x [branch-count]". The thistle branch has a number called branch-count. The branch-count of the thistle branch is usually 1. It is in the loot. The description is "A spiky thistle branch that usually only grows in the mountains. You have learned from your master that when this is [bold type]mix[roman type]ed [bold type]with[roman type] a certain ingredient, a healing salve can be made.". The Healing Salve is an object. The printed name is "Healing Salve x [salve-count]". The healing salve has a number called salve-count. The salve-count of the healing salve is usually 0. It is in the loot. the description is "A blue-brown paste with a strong smell. I can probably [bold type]use[roman type] this to heal myself if I get hurt.". Instead of using the healing salve: if the salve-count of the healing salve is greater than 0: decrease the salve-count of the healing salve by 1.; If the present health of the player is at most 50: increase the present health of the player by 50.; say "The healing salve soothes your wounds and miraculously heals you for 50 hp![line break](Health: [the present health of the player])".; otherwise: now the present health of the player is 100.; say "The healing salve soothes your wounds and miraculously heals you to full health![line break](Health: [the present health of the player])".; otherwise: say "You don't have any healing salves left!". Instead of mixing the thistle branch with the blue mountain flower: If the player carries the mortar & pestle: if the branch-count of the thistle branch is greater than 0: if the blueflower-count of the blue mountain flower is greater than 0: decrease the blueflower-count of the blue mountain flower by 1.; decrease the branch-count of the thistle branch by 1.; now the player carries the healing salve.; increase the salve-count of the healing salve by 1.; say "You mix the two together to create a healing salve!".; otherwise: say "You don't have any more blue mountain flowers!".; otherwise: say "You don't have any more thistle branches!".; otherwise: say "You need a tool in order to mix these.".; Instead of mixing the blue mountain flower with the thistle branch: If the player carries the mortar & pestle: if the branch-count of the thistle branch is greater than 0: if the blueflower-count of the blue mountain flower is greater than 0: decrease the blueflower-count of the blue mountain flower by 1.; decrease the branch-count of the thistle branch by 1.; now the player carries the healing salve.; increase the salve-count of the healing salve by 1.; say "You mix the two together to create a healing salve!".; otherwise: say "You don't have any more blue mountain flowers!".; otherwise: say "You don't have any more thistle branches!".; otherwise: say "You need a tool in order to mix these.".; Instead of mixing the plant with the bush: try mixing the flower with the branch. Instead of mixing the bush with the plant: try mixing the branch with the flower. Instead of opening the wooden door: if the player carries the brass key: now the wooden door is open.; move the player to the bedroom.; now the wooden door is unlocked.; otherwise: say "The door is locked. Maybe someone has a key?". The stone pieces is scenery in the roof. The description is "Stone pieces that have been chiseled by hand. They are made to help warlords strategize and plan their next moves." The Shogun is a person. The Shogun is in the bedroom. The max health of the Shogun is 200. The present health of the Shogun is usually 200. Check examining the Shogun: say "The Ruler of Japan. (Health: [the present health of the Shogun])[line break]" instead. instead of picking the blue mountain flower: try picking the plant. instead of picking the plant for the first time: now the player carries the blue mountain flower.; say "You reach down and pick the flower from the soil." Instead of picking the plant: if a random chance of 1 in 3 succeeds: increase the blueflower-count of the blue mountain flower by 1.; say "You find a blue mountain flower hidden among the foliage."; otherwise: say "You can't seem to find any. [bold type]You could keep looking for more[roman type] or go do something else.". Instead of picking the thistle branch: try picking the bush. Instead of picking the bush for the first time: now the player carries the Thistle branch.; say "You reach down and snap the branch off the plant.". Instead of picking the bush: If a random chance of 1 in 3 succeeds: increase the branch-count of the thistle branch by 1.; say "You find a thistle branch hidden among the foliage."; otherwise: say "You can't seem to find any. [bold type]You could keep looking for more[roman type] or go do something else.". instead of taking the plant: try picking the plant. Instead of taking the flower: try picking the plant. instead of taking the bush: try picking the bush. instead of taking the branch: try picking the bush. Instead of throwing the kunai knife at the shogun: if the knife-count of the kunai knife is 0: say "You don't have any more knives!"; Otherwise: If a random chance of 2 in 3 succeeds: Decrease the knife-count of the kunai knife by 1.; Let D be a random number from 1 to 20; If D is greater than 15: say "The Kunai Knife impales itself in the shogun!"; decrease the present health of the Shogun by D; say "The shogun has been damaged for [D] HP."; say "(Health: [the present health of the shogun])[line break]"; otherwise: say "The Kunai Knife lightly cuts the shogun!"; decrease the present health of the shogun by D; say "The shogun has been damaged for [D] HP."; say "(Health: [the present health of the shogun])[line break]"; otherwise: Decrease the knife-count of the kunai knife by 1.; say "The Shogun dodges the Kunai Knife!". Instead of examining things: If the location of the shogun is the location of the player: say "Why are you wasting time examining things? The shogun is attacking you!".; otherwise: continue the action. An every turn rule: If the present health of the Shogun is less than 1, end the story finally saying "You win!". An every turn rule: If the present health of the player is less than 1, end the story finally saying "Sorry. You didn't make it this time. Try again!". [Ways to lose: set trap so unless the floor is examined, a tripwire is set off.] [Set scoring system for various accomplishments.]