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A Murder Mystery
by
Catchem All
Played 2,369 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"A Murder Mystery" by Anonymous People have a number called evnumber. The evnumber of a person is usually 1. Barry is a person. The description is "Barry is the father of this family. He is wearing a sports coat." Barry is in the master bedroom. Larry is a person. The description is "Larry is Barry's first son. He is wearing a red polo shirt." Larry is in the billiards room. Harry is a person. The description is "Harry is Barry's second son. He is wearing a blue polo shirt." Harry is in the billiards room. Jerry is a person. The description is "Jerry is the butler. He is wearing a sports coat." Jerry is in the dining room. Mary is a person. The description is "Mary is the mother of this family. She is wearing a dress and nice shoes." Mary is in the master bedroom. Mary has evnumber 2. Sherrie is a person. The description is "Sherrie is Barry's first daughter. She is wearing nice sandals." Sherrie is in the balcony. Sherrie has evnumber 3. Carrie is a person. The description is "Carrie is Barry's second daughter. She is wearing nice sandals." Carrie is in the balcony. Carrie has evnumber 3. The murderer is a person that varies. The target is a person that varies. The randroom is a room that varies. A person can be alive or dead. A person is usually alive. When play begins: now the murderer is a random person that is not the player. Every turn: now the target is a random alive person that is not the murderer; if the target is the player, now the target is a random person that is not the murderer; now the randroom is a random room. Every turn: if the player is dead, end the game in death. The brown button is a thing. The fabric is a thing. The rubber is a thing. Timer is a number that varies. Timer is 5. Every turn: now timer is timer minus one; if timer is 0 begin; now timer is 5; now the target is off-stage; now the target is dead; now all alive people are in the randroom; say "Oh no! [target] has been killed! Let's go investigate the scene."; now a random person(called p1) is in the randroom; now a random person that is not p1 is in the randroom; now the target is in the randroom; if the evnumber of the murderer is 1, now the brown button is in the randroom; if the evnumber of the murderer is 2, now the fabric is in the randroom; if the evnumber of the murderer is 3, now the rubber is in the randroom; end if. Talking to is an action applying to one thing. Understand "talk to [something]" as talking to. Check talking to: if the noun is dead, say "You can't talk to a corpse!" instead; if the noun is not a person, say "That's not an animate object." instead. Ktime is a number variable. Ktime is -5. Every turn: if Ktime > 0, now Ktime is Ktime minus 1. Carry out talking to: if the noun is the murderer begin; say "[one of]'Oh, I was just reading a book in here.'[or]'Umm....I was just wandering aimlessly. I don't know why.'[or]'I don't know why I was in here. Anyway, oh my gosh! Can you believe that [a random dead person] died![at random]"; now ktime is 2; end if; if the noun is not the murderer, say "[one of]'Oh, I was just reading a book in here.'[or]'I honestly don't know why I was in here.'[or]'I know where this is going. Let me assure you that I would never kill anybody.'[or]'Why am I in here? Why are YOU in here?'[or]'I was just eating some caviar in here.'[at random]". M1 is a person that varies. M2 is a person that varies. Every turn: now M1 is a random person that is not the player; now M2 is a random person that is not the player. Every turn: If M1 is in a room(called loca) and M1 is alive, now M1 is in a random room adjacent to loca. Every turn: if M2 is in a room(called loca) and M2 is alive, now M2 is in a random room adjacent to loca. Gametime is a number that varies. Gametime is 1. Every turn: now gametime is gametime plus one. Every turn when the player is in a room(called place) and the murderer is in place: if Ktime is 0 begin; say "You got stabbed by [the murderer]. RIP."; end the game in death; end if. When play begins: say "Welcome to A Murder Mystery. The goal of this game is to find the murderer without getting killed.[line break]To interrogate someone, say 'talk to (person).[line break]To accuse someone of murder, say 'accuse (person).' But be careful! If you make an incorrect accusation, you lose.[line break]Have fun!"; now the player is in a random room. Accusing is an action applying to one thing. Understand "accuse [somebody]" as accusing. Carry out accusing: if the noun is the murderer begin; say "You are CORRECT! [printed name] got arrested! You win!"; end the game in victory; end if; if the noun is not the murderer begin; say "INCORRECT! You were arrested for criminal contempt. The real murderer was [murderer]."; end the game saying "GAME OVER"; end if. The den is a room. North of the den is the billiards room. West of the den is the dining room. South of the den is the foyer. Above the foyer is the hallway. North of the hallway is the balcony. East of the hallway is the master bedroom. West of the hallway is the guest room.