Global cabin_has_electricity = 1;
Global forest_location = 1;
Global snowmobile_location = 0;
-Constant NO_SCORE;
+Constant MAX_SCORE = 7;
Constant DEATH_MENTION_UNDO;
Constant Story "Snowed In";
Constant Headline
Include "parser";
Include "verblib";
Release 1;
-Serial "220530";
+Serial "220531";
Object mainroom "Main Room"
with description
print_ret (The) self, " is firmly mounted to the wall.";
SwitchOn:
if (television hasnt visited) {
+ score = score + 1;
print
"Despite the significant damage, the television
comes to life in one last valiant attempt to be
"You can't fit through the window while
wearing the snow shoes.";
}
+ if (eastofcabin hasnt visited) {
+ score = score + 1;
+ give office visited;
+ }
],
w_to mainroom,
e_to window,
print_ret (The) self, " is too heavy for that.";
SwitchOn:
if (computer hasnt visited) {
+ score = score + 1;
print
"The computer makes some concerning noises while
lights on the front also illuminate. The last
"The snowsuit is blue, decorated with white and purple
designs. On the chest are the letters ~CE~ in purple.",
before [;
+ Examine:
+ if (snowsuit hasnt visited) {
+ score = score + 1;
+ give snowsuit visited;
+ }
Wear:
if (snowshoes in player && snowshoes has worn) {
print_ret "The snowsuit can't fit over the snowshoes.";
toward the bottom of the backpack. On the side are the
letters ~CE~ in purple. The backpack is covered in blood,
as if the owner met with an untimely demise.",
+ before [;
+ Examine:
+ if (backpack hasnt visited) {
+ score = score + 1;
+ give backpack visited;
+ }
+ ],
has clothing container openable;
Object flashlight "flashlight" backpack
inches long.",
before [;
SwitchOn:
+ if (flashlight hasnt visited) {
+ score = score + 1;
+ give flashlight visited;
+ }
give flashlight light;
SwitchOff:
give lantern ~light;
give lantern ~light;
lantern_fuel_left = 0;
StopDaemon(lantern);
+ score = score - 1;
];
[ check_for_cabin_lighting;
n_to westofcabin,
s_to roof,
w_to westofcabin,
- cant_go "It's too steep to go in that direction safely.";
+ cant_go "It's too steep to go in that direction safely.",
+ before [;
+ Go:
+ if (noun == s_obj) {
+ if (roof hasnt visited) {
+ score = score + 1;
+ give roof visited;
+ }
+ }
+ ];
Object westofcabin "West Of Cabin"
with description
{
deadflag = 2;
print_ret
- "You hear a snowmobile approaching in the
- distance. The person says they saw your light and
- came to rescue you.";
+ "A snowmobile approaches. The person says they
+ saw your light and came to rescue you.";
}
return true;
],
grue!";
];
+[ PrintRank;
+ print ", earning you the rank of ";
+ if (score == 0)
+ "Novice.";
+ if (score == 1)
+ "Trained.";
+ if (score == 2)
+ "Skilled.";
+ if (score == 3)
+ "Talented.";
+ if (score == 4)
+ "Capable.";
+ if (score == 5)
+ "Adept.";
+ if (score == 6)
+ "Proficient.";
+ if (score >= 7)
+ print "Versed.";
+];
+
[ URL;
print
"^If you need help try some of the commands from:
- ^http://pr-if.org/doc/play-if-card/^";
+ ^https://pr-if.org/doc/play-if-card/^";
];
[ XyzzySub;
* 'through' / 'out' / 'via' noun -> Go;
Extend 'go'
- * 'through' / 'out' / 'via' noun -> Go;
\ No newline at end of file
+ * 'through' / 'out' / 'via' noun -> Go;