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Grime Story
by
Underworld
Played 38 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"Grime Story" by "Underworld" The story headline is "An urban adventure in the criminal underworld". Chapter 1 - The Setting Grime City is a region. Downtown is a room in Grime City. "The heart of Grime City, with towering skyscrapers and busy streets. Cars zoom past on the main road, and pedestrians hurry along the sidewalks. There's a car dealership to the east, a pawn shop to the west, and the residential district lies to the north." The Pawn Shop is west of Downtown. "A dingy store with barred windows. Various items of questionable origin line the shelves. The proprietor, Rick, watches you suspiciously from behind the counter. Downtown is east of here." The Car Dealership is east of Downtown. "[if the has_vehicle of the player is true]A small but well-maintained dealership. Since you already own [the player's vehicle], the salesman focuses his attention on you rather than showing off the remaining inventory.[else if the sedan is not in the Car Dealership and the motorcycle is not in the Car Dealership]A small but well-maintained dealership. The lot looks empty today, with no vehicles on display. The dealer seems anxious and is on the phone, probably reporting recent thefts.[else if the sedan is not in the Car Dealership]A small but well-maintained dealership. Only the motorcycle remains on display, with an empty spot where the sedan used to be.[else if the motorcycle is not in the Car Dealership]A small but well-maintained dealership. Only the sedan remains on display, with an empty spot where the motorcycle used to be.[otherwise]A small but well-maintained dealership with several vehicles on display. A sleek blue sedan and a sporty motorcycle catch your eye.[end if] Downtown is west of here." Residential District is north of Downtown. "A neighborhood with a mix of run-down apartments and slightly nicer houses. You can see a convenience store to the north. Downtown is south of here. The Museum is east of here." The Convenience Store is a room in Grime City. It is north of Residential District. "A small store selling basic necessities. The clerk stands behind a bulletproof glass counter. The residential district is south." The Museum is a room in Grime City. It is east of Residential District. "An impressive building with marble columns and a grand entrance. Inside are priceless artifacts and art pieces protected by a sophisticated security system. The residential district is west of here. The city limits are to the north." The City Limits is a room in Grime City. It is north of the Museum. "The edge of Grime City, where the urban sprawl gives way to open highway. From here, you could leave the city behind and start a new life elsewhere. The museum is to the south." The player is in Downtown. Chapter 2 - Characters The player has a truth state called has_planned_heist. The has_planned_heist is false. The player has a truth state called has_completed_heist. The has_completed_heist is false. The player has a truth state called has_bought_lockpick. The has_bought_lockpick is false. The player has a truth state called has_vehicle. The has_vehicle is false. Rick is a man in the Pawn Shop. "Rick stands behind the counter, eyeing you warily." The description is "A middle-aged man with a receding hairline and shifty eyes. He seems to be the type who doesn't ask questions about where items come from." The clerk is a woman in the Convenience Store. "A bored-looking clerk watches a small TV behind the counter." The description is "She appears to be in her twenties, clearly uninterested in her job or the customers." The security guard is a man in the Museum. "A security guard patrols the exhibits, occasionally glancing at the visitors." The description is "A middle-aged man in a uniform who looks like he takes his job seriously, but might be underpaid for the responsibility." The car dealer is a man in the Car Dealership. "A slick-looking car dealer in a cheap suit notices your interest in the vehicles." The description is "He's wearing a shiny suit with an even shinier smile. His hair is perfectly styled, and he has the air of someone who could sell ice to eskimos." The police officer is a person. The police officer can be either active or inactive. The police officer is inactive. The description is "A stern-looking officer in a blue uniform. Best not to cause trouble while they're around." The curator is a woman in the Museum. "The curator, an elegant woman in professional attire, examines one of the displays." The description is "The museum curator appears to be in her fifties, with graying hair pulled back in a tight bun. She has an air of authority and deep knowledge about the artifacts." The street hustler is a man in Downtown. "A street-smart hustler leans against a lamppost, watching the passersby." The description is "He's dressed in casual streetwear and has a confident swagger. His eyes constantly scan the area, looking for opportunities or threats." The gang leader is a man in Residential District. "A tough-looking individual with gang tattoos stands with a few associates on the corner." The description is "He has numerous tattoos visible on his arms and neck, and an intimidating presence. The other gang members seem to defer to him." Chapter 3 - Character Interactions Talking to is an action applying to one visible thing. Understand "talk to [someone]" and "speak to [someone]" and "ask [someone]" and "talk [someone]" as talking to. Check talking to: if the noun is not a person: say "You can't talk to that." instead. Carry out talking to: if the noun is the car dealer: if the has_vehicle of the player is true and the player's vehicle is the sedan: say "The car dealer smiles when he sees you. 'How's that sedan treating you? Smooth ride, right?'"; otherwise if the has_vehicle of the player is true and the player's vehicle is the motorcycle: say "The car dealer grins. 'Enjoying that motorcycle? Nothing beats the feeling of the wind in your face, eh?'"; otherwise if the has_vehicle of the player is true: say "The car dealer nods at you. 'Nice ride you've got there. Let me know if you need anything.'"; otherwise if the sedan is not in the Car Dealership and the motorcycle is not in the Car Dealership: say "The car dealer looks stressed as he hangs up the phone. 'Sorry, we're not selling today. Had some... inventory issues. Someone stole our vehicles right off the lot! The police are looking into it.'"; otherwise if the sedan is not in the Car Dealership: say "The car dealer frowns when he sees you. 'Had someone steal our sedan recently. Can you believe that? Still got that motorcycle though - real beauty. $500 if you're interested.'"; otherwise if the motorcycle is not in the Car Dealership: say "The car dealer sighs when he sees you approach. 'Someone made off with that motorcycle yesterday. Still investigating that... But I've got this sedan here - reliable and decent on gas. $500 if you want it.'"; otherwise: say "The car dealer approaches with a wide smile. 'Looking for some wheels? I've got the best deals in town. That sedan is a beauty, and the motorcycle? Pure speed, my friend. I can cut you a special deal today - just $500 for either one.'"; otherwise if the noun is Rick: if the has_bought_lockpick of the player is true: say "Rick gives you a knowing nod. 'Good to see you again. Hope that... tool is working out for you. Got any interesting items to sell? I'm always in the market for valuables, no questions asked.' He glances around to make sure no one else is listening."; otherwise: say "Rick looks up from his inventory. 'Need to sell something? I pay cash for... interesting items. No questions asked. Or maybe you're looking to buy something special?' He gestures to the lockpick on the shelf. 'That lockpick there is $150. Quality tools for... specialized work. You can buy it if you've got the cash, or...' he trails off with a knowing look, then turns to arrange some items on a shelf behind him."; otherwise if the noun is the clerk: say "The clerk barely looks up from her small TV. 'We're hiring if you need work. Pay's not great, but it's honest.' She shrugs and returns her attention to her show."; otherwise if the noun is the security guard: say "The guard gives you a professional nod. 'Enjoy the exhibits, but please don't touch anything. Everything is alarmed and under surveillance.' He continues his patrol route."; otherwise if the noun is the curator: say "The curator smiles politely. 'Welcome to our museum. Our centerpiece is the ancient artifact in the main hall - priceless, really. We have state-of-the-art security, of course.' She gestures proudly toward the display case."; otherwise if the noun is the street hustler: say "The hustler sizes you up. 'New in town, huh? Word of advice - there's big money to be made if you know where to look. That museum's got some valuable stuff, but you didn't hear that from me.' He winks and goes back to watching the street."; otherwise if the noun is the gang leader: say "The gang leader gives you a hard stare. 'This is our turf. You want to operate here, you pay respect.' He pauses, then continues in a lower voice. 'Though if you're planning something big, I might have some... connections that could help. For a price, of course.'"; otherwise if the noun is the police officer: say "The officer gives you a stern look. 'Keep your nose clean in my city, citizen. I've got my eye on troublemakers.' The officer continues scanning the area."; otherwise: say "[The noun] doesn't seem interested in talking right now." Chapter 4 - Items The player carries a wallet. The description of the wallet is "Your worn leather wallet. Inside is your ID and [cash] dollars." The player carries a smartphone. The description of the smartphone is "Your trusty smartphone. You can check messages or call contacts with it." The cash is a number that varies. The cash is 50. Money is a thing carried by the player. The printed name of money is "[cash] dollars". The description of money is "You have $[cash] in cash." Instead of examining money: say "You count your money. You have $[cash]." Instead of dropping money: say "You need to keep your money with you." A valuable is a kind of thing. A valuable has a number called worth. The worth of a valuable is usually 0. The gold watch is a valuable. The description is "An expensive-looking gold watch that would fetch a good price." The worth of the gold watch is 200. The laptop is a valuable. The description is "A sleek laptop computer that could be sold for a decent amount." The worth of the laptop is 300. The Crimson Serpent Diamond is a valuable. The description is "A blood-red diamond the size of your fist, carved into the shape of a coiled serpent with emerald eyes. Legend says it once adorned the crown of an ancient emperor and is said to grant its owner immense power. It's currently the main attraction at the museum." The worth of the Crimson Serpent Diamond is 1000. The Crimson Serpent Diamond is in the Museum. The lockpick is a thing in the Pawn Shop. "A professional-grade lockpick set is displayed on a shelf with a small price tag reading '$150'." The description is "A professional-grade lockpick that could help you bypass security systems. It's for sale at the pawn shop for $150, though you might be able to acquire it through other means if you're careful." The lockpick has a number called price. The price of the lockpick is 150. Instead of taking the lockpick: say "Rick keeps a close eye on the lockpick. You'll need to either buy it or find a way to steal it when he's not looking." The laptop is in the Residential District. Chapter 5 - Vehicles A vehicle is a kind of thing. A vehicle can be drivable or undrivable. A vehicle is usually undrivable. A vehicle has a number called the speed. The speed of a vehicle is usually 1. A vehicle has a number called price. The price of a vehicle is usually 0. The sedan is a vehicle in the Car Dealership. "A sleek blue sedan sits on display." The description is "A mid-range sedan, not too flashy but reliable. It would make getting around the city much easier." The speed of the sedan is 3. The price of the sedan is 500. The motorcycle is a vehicle in the Car Dealership. "A sporty motorcycle is parked near the sedan." The description is "A fast motorcycle that would let you zip through traffic with ease." The speed of the motorcycle is 4. The price of the motorcycle is 500. The player's vehicle is a vehicle that varies. Chapter 6 - Actions Instead of entering a vehicle: if the noun is drivable: say "You're already driving [the noun]."; otherwise: now the noun is drivable; now the player's vehicle is the noun; now the has_vehicle of the player is true; say "You hop into [the noun] and start the engine."; Driving to is an action applying to one visible thing. Understand "drive to [any room]" as driving to. Check driving to: if the player's vehicle is nothing: say "You need a vehicle to drive somewhere." instead; if the noun is not adjacent to the location: say "You can't drive there directly from here." instead. Carry out driving to: move the player to the noun; move the player's vehicle to the noun; say "You drive [the player's vehicle] to [the noun].". Understand "status" or "check status" as taking inventory. After taking inventory: if the player's vehicle is nothing: say "You don't have a vehicle yet."; otherwise: say "You're currently using [the player's vehicle] as your vehicle."; continue the action. Chapter 7 - Money Making Working is an action applying to nothing. Understand "work" and "work shift" as working. Check working: if the location is not the Convenience Store: say "There's no work available here." instead. Carry out working: say "You work a shift at the convenience store, stocking shelves and operating the register. After several hours, the manager hands you $100 for your efforts."; increase the cash by 100. Selling is an action applying to one visible thing. Understand "sell [something]" as selling. Check selling: if the location is not the Pawn Shop: say "There's nobody here to buy that from you." instead; if the noun is not a valuable: say "Rick doesn't seem interested in buying that." instead; if the noun is not carried by the player: say "You need to be holding [the noun] to sell it." instead. Carry out selling: let item_value be the worth of the noun; increase the cash by item_value; remove the noun from play; say "Rick examines [the noun] carefully, then hands you $[item_value]. 'Pleasure doing business with you,' he says with a smirk. He places the item behind the counter, out of sight." Robbing is an action applying to one visible thing. Understand "rob [something]" as robbing. Check robbing: if the noun is not the Convenience Store: say "You can't rob that." instead; if the location is not the Convenience Store: say "You need to be at [the noun] to rob it." instead. Carry out robbing: let chance be a random number from 1 to 4; if chance is 1: say "You wait until no customers are around, then pull out your wallet as if it were a gun in your pocket. The terrified clerk quickly empties the register, giving you $250. You hurry out before anyone notices."; increase the cash by 250; otherwise: say "You attempt to rob the store, but a police officer walks in just as you're about to make your move. You quickly pretend to be browsing the shelves and abandon your plan." Chapter 8 - Buying and Stealing Instead of buying a vehicle: if the location is not the Car Dealership: say "You can't buy that here." instead; if the has_vehicle of the player is true: say "You already own [the player's vehicle]. You don't need another vehicle." instead; if the noun is not in the Car Dealership: say "That vehicle is not available for purchase." instead; if the cash < the price of the noun: say "You don't have enough money. [The noun] costs $[price of the noun]." instead; decrease the cash by the price of the noun; now the player's vehicle is the noun; now the noun is drivable; now the has_vehicle of the player is true; remove the noun from play; say "You hand over $[price of the noun] and purchase [the noun]. You now have $[cash] left. The dealer hands you the keys and completes the paperwork." Instead of buying the lockpick: if the location is not the Pawn Shop: say "You can't buy that here." instead; if the cash < the price of the lockpick: say "You don't have enough money. The lockpick costs $[price of the lockpick]." instead; decrease the cash by the price of the lockpick; now the player carries the lockpick; now the has_bought_lockpick of the player is true; say "You discreetly hand Rick $[price of the lockpick] for the lockpick. He slides it across the counter with a knowing nod. 'Don't tell anyone where you got this,' he mutters. You now have $[cash] left."; Instead of buying something: if the noun is a vehicle or the noun is the lockpick: continue the action; otherwise: say "That's not for sale." Stealing is an action applying to one thing. Understand "steal [something]" as stealing. Check stealing: if the noun is a vehicle: if the has_vehicle of the player is true: say "You already have [the player's vehicle]. It would be too risky to try stealing another vehicle while owning one." instead; if the location is not the Car Dealership: say "There are no vehicles here to steal." instead; let chance be a random number from 1 to 3; if chance is 1: say "You wait until the car dealer is distracted with another customer, then quickly hotwire [the noun] and drive it away before anyone notices. You've successfully stolen [the noun]!"; now the player's vehicle is the noun; now the noun is drivable; now the has_vehicle of the player is true; remove the noun from play; otherwise: say "As you attempt to steal [the noun], a security camera catches you in the act! The car dealer shouts and threatens to call the police. You quickly back away and pretend to be browsing." instead; otherwise if the noun is the lockpick: if the location is not the Pawn Shop: say "That's not here." instead; let chance be a random number from 1 to 3; if chance is 1: say "While Rick is distracted with another customer, you quickly pocket the lockpick without anyone noticing."; now the player carries the lockpick; otherwise: say "You try to swipe the lockpick, but Rick catches you in the act. 'Hey! What do you think you're doing?' he shouts. You quickly back away, pretending you were just looking at it." instead; otherwise if the noun is the Crimson Serpent Diamond: if the location is not the Museum: say "That's not here." instead; if the has_planned_heist of the player is false: say "This is a high-security item. You'll need to plan a proper heist first." instead; if the player does not carry the lockpick: say "You need a lockpick to bypass the security system." instead; if the player's vehicle is nothing: say "You'll need a getaway vehicle for this heist." instead; let chance be a random number from 1 to 2; if chance is 1: say "Using your lockpick, you carefully disable the security system around the Crimson Serpent Diamond. With steady hands, you lift the glass case and grab the priceless treasure. The alarm suddenly blares, but you're already sprinting for the exit! You leap into your [player's vehicle] and speed away before the police can arrive.[paragraph break]Heist complete! You've successfully stolen the Crimson Serpent Diamond! Head to the city limits to escape!"; now the player carries the Crimson Serpent Diamond; now the has_completed_heist is true; otherwise: say "You attempt to steal the Crimson Serpent Diamond, but something goes wrong with the security system. Alarms blare and security guards come running! You barely manage to escape empty-handed." instead; otherwise: say "You can't steal that." instead. Chapter 9 - Heist Planning Planning is an action applying to nothing. Understand "plan heist" as planning. Check planning: if the location is not the Museum: say "You need to be at the museum to plan a heist." instead; if the has_planned_heist of the player is true: say "You've already planned the heist. Now you need to execute it." instead. Carry out planning: now the has_planned_heist of the player is true; say "You spend time carefully observing the museum's security patterns, camera locations, and the display case holding the Crimson Serpent Diamond. After several hours, you have a solid plan for how to steal it. You'll need a lockpick to bypass the security system and a vehicle for a quick getaway." Chapter 10 - Winning the Game Escaping is an action applying to nothing. Understand "escape" and "leave city" as escaping. Check escaping: if the location is not the City Limits: say "You need to reach the city limits to escape." instead; if the has_completed_heist is false: say "You haven't accomplished anything significant yet. There's no point in leaving the city now." instead; if the player's vehicle is nothing: say "You need a vehicle to escape the city." instead. Carry out escaping: say "With the priceless artifact secured and the police sirens fading in the distance, you speed away from Grime City on your [player's vehicle]. The open road stretches before you, promising freedom and a new life funded by your ill-gotten gains.[paragraph break]As the sun sets on the horizon, casting long shadows across the highway, you can't help but smile. You've pulled off the perfect crime and gotten away with it.[paragraph break]*** YOU WIN ***"; end the story finally saying "A successful criminal mastermind". Chapter 11 - Starting the Game When play begins: now the has_vehicle of the player is false; now the has_planned_heist of the player is false; say "Welcome to Grime City, a place where opportunity and danger lurk around every corner. You've just arrived in town with nothing but a few dollars in your pocket and dreams of making it big - by any means necessary.[paragraph break] As you navigate the streets, you can BUY or STEAL vehicles, DRIVE TO locations, and interact with the city's residents. To earn money, you can WORK at the convenience store, SELL valuables at the pawn shop, or even ROB places if you're feeling brave.[paragraph break] Rumor has it that the museum houses the legendary Crimson Serpent Diamond. Perhaps with careful planning, the right tools, and a getaway vehicle, you could pull off the heist of the century and escape the city for good.[paragraph break] What path will you choose in this urban jungle?"; Chapter 12 - Police Mechanics Every turn: if a random chance of 1 in 20 succeeds and the police officer is inactive and the player is in Downtown: now the police officer is active; move the police officer to Downtown; say "A police officer has arrived on patrol."; otherwise if a random chance of 1 in 10 succeeds and the police officer is active: now the police officer is inactive; remove the police officer from play; say "The police officer leaves the area, responding to a call."; Instead of stealing something when the police officer is active and the police officer is in the location: say "You can't attempt that with a police officer watching!"; Instead of robbing something when the police officer is active and the police officer is in the location: say "You can't attempt that with a police officer watching!";