Sorry I'm really a noob but...
Sephiroth
10 Apr 2004, 15:21Can someone tell me what is wrong with this the error message says there is a } missing but i don't know where.
' "Burning Plague"
' Created with QDK Pro 3.52
!include <q3ext.qlb>
define game <Burning Plague>
asl-version <350>
gametype singleplayer
start <mine lvl1>
game author <Richard Aguilar>
game info <Created with QDK 3.52 - UNREGISTERED EVALUATION VERSION.>
background <black>
foreground <yellow>
startscript {
speak <Please insert your name.>
msg <Please insert your name:>
enter <Propername>
msg <Hello #Propername#, and welcome to|cr Burning Plague|cy>
speak <Hello #propername#, and welcome to BURNING PLAGUE.>
wait <Press any key to continue>
msg <A sickness has come unto the simple mining town of Tarabon, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town's gaurd a few short days away from death, the burden of decending into the mines and purging the wellspring of whatever evil has settled there falls to you. Can you prevail within the depths of Tarabon, or will you too fall victom to the perils of the |n|cr|s50BURNING PLAGUE|s00>
playmidi <sephiroth.mid; loop>
show <stick>
give <stick>
}
define variable <experience>
type numeric
value <0>
end define
define variable <health>
type numeric
value <40>
display <You have ! health.>
onchange if ( %health% < 1 ) then playerlose
end define
define variable <money>
type numeric
value <300>
display <You have ! gold.>
end define
define variable <Propername>
type numeric
value <0>
end define
define variable <health 2>
type numeric
value <0>
end define
define variable <mh1>
type numeric
value <15>
onchange if ( %mh1% < 1 ) then {
inc <money; $rand(1; 20)$>
hide <Dragon1>
goto <mine lvl1>
}
end define
define variable <mh2>
type numeric
value <15>
end define
define variable <mh3>
type numeric
value <15>
end define
define variable <mh4>
type numeric
value <15>
end define
define variable <mh5>
type numeric
value <15>
end define
define variable <mh6>
type numeric
value <15>
end define
define variable <mh7>
type numeric
value <0>
end define
define variable <mh8>
type numeric
value <0>
end define
define variable <mh9>
type numeric
value <0>
end define
define variable <mh10>
type numeric
value <0>
end define
define variable <mh11>
type numeric
value <0>
end define
define variable <mh12>
type numeric
value <0>
end define
define variable <mh13>
type numeric
value <0>
end define
define variable <mh14>
type numeric
value <0>
end define
define variable <mh15>
type numeric
value <0>
end define
define variable <mh16>
type numeric
value <0>
end define
define variable <mh17>
type numeric
value <0>
end define
define variable <mh18>
type numeric
value <0>
end define
define variable <mh19>
type numeric
value <0>
end define
define variable <mh20>
type numeric
value <0>
end define
define variable <mh21>
type numeric
value <0>
end define
define variable <mh22>
type numeric
value <0>
end define
define variable <mh23>
type numeric
value <0>
end define
define variable <mh24>
type numeric
value <0>
end define
define variable <mh25>
type numeric
value <0>
end define
define variable <mh26>
type numeric
value <0>
end define
define variable <mh27>
type numeric
value <0>
end define
define variable <mh28>
type numeric
value <0>
end define
define variable <mh29>
type numeric
value <0>
end define
define variable <mh30>
type numeric
value <0>
end define
define variable <mh31>
type numeric
value <0>
end define
define variable <m>
type numeric
value <0>
end define
end define
define synonyms
end define
define room <Entrance to the mine>
look <A cool breeze drifts down from the towering peaks of the Serpentcoil Mountains as you behold the entrance to the caverns. The frost-rimed ground is littered with tools, picks and shovels, some of which protrude from soft banks of snow. A single darkened shaft leads into the depths of the mine ahead. The dirt path beneath its wooden support structure is covered with stone debris, a few pieces of which occasionally glint with the slightest hint of ore. No light issues forth from the tunnel. Burnt-out torches are strewn across the floor, their brackets torn from the shaft walls. Behind you, the worn road leads back through the crags to the valley below. Aside from the quiet whistleing of the wind, complete silence fills the small clearing within the mountains.|n|nYou can go to|n(T)own Street|n(G)reeting Room>
command <T> goto <Town Street>
command <G> goto <mine lvl1>
end define
define room <Town Street>
look <You can go to (W)eapon Shop (H)ealer's shop (M)ine Entrance>
command <w> goto <Weapon shop>
command <a> goto <Armor shop>
command <m> goto <Entrance to the mine>
command <h> goto <Healer>
end define
define room <Weapon shop>
look <You can go to|n (T)own Street>
command <T> goto <Town Street>
define object <stick>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <dagger>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <short sword>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <light mace>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <long sword>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <glaive>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <Bastard sword>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <great axe>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <dire flail>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <two bladed sword>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <Store Keeper>
look <He is a short old man with a long red beard. He has a strong face covered with scars from years of battle.>
speak {
speak <What would you like?>
choose <weapon shop>
}
prefix <the>
displaytype <person>
gender <he>
end define
end define
define room <mine lvl1>
alias <Greeting Room>
look < The tunnel opens into a small, roughly rectangular chamber. Scattered chunks of silver ore surround an overturned pair of wooden carts. The lower half of what appears to be a human body juts out from beneath one of the cart's edges. It shows no signs of movement. Dried blood is smeared across the northern wall in several places. |n|nYou can go to (M)ine Entrance (C)hutes and ladders Or you can (L)ook for something to kill>
command <c> goto <mine lvl 2>
command <l> {
set numeric <m; 1>
if ( %m% = 1 ) then {
set numeric <mh1; 15>
show <Dragon1>
flag on <m1>
goto <Attack>
set string <monster; Juvenile Black Dragon>
msg <You find a Juvenile Black Dragon resting on a small boulder near by. The dragons head looks decidedly like a skull thanks to its deep-socketed eyes and wide flat nasal opening. It has forward-curving horns and a spinal crest that peaks just behind the head and tapers off about three quarter of the way down the neck.>
}
}
command <m> goto <Entrance to the mine>
end define
define room <mine lvl 2>
alias <Chutes and ladders.>
look <This enormous cavern extends upward for at least 100 feet, climbing high into the bowels of the mountain. Glowing blue-green lichens creep across the rough walls and man-sized stalagmites protrude from the ground in this area, their faint light growing and then deminishing again every few seconds. The illumination occasionally highlights small flecks of silver, which glitter in the face of the great western wall of the cave. Several cables hang down from the edge of a wide gollow within that wall. The hollow penetrates deep into the west face of the cavern and begins about 20 feet above where you stand. The air here feels cool and damp.>
command <g> goto <mine lvl1>
command <t> goto <mine lvl 3>
end define
define room <mine lvl 3>
alias <The mess hall>
look <This large, square room houses four long wooden tables, each with a bench on either side. On top of the tables lie a number of wooden bowls and eating utensils. In the southeast corner of the room, a small stewpot steams over a fireplace carved into the floor. A pungent odor hangs in the air.|n|nYou can go to|n(C)hutes and ladders|n(T)he Charnel Pit>
command <c> goto <mine lvl 2>
command <t> goto <mine lvl 4>
end define
define room <mine lvl 4>
alias <Charnel Pit>
look <Waves of heat wash through the cave, thickening the air and making breathing difficult. This small, bowl-shaped cavern's floor is littered with humanoid corpses. Rats skitter through the sea of bodies within the sunken floor, pausing occasionally to nibble at a choice morsel. A host of their brethren lie nearby on their backs, some of themstill twitching with a few remnants of life. A tunnel's opening is visible in the eastern wall of this chamber and, in the distance, the sound of rushing water can be heard.|n|nYou can go to|n(T)he Mess Hall|nThe (W)ell Spring>
command <t> goto <mine lvl 3>
command <w> goto <mine lvl 5>
end define
define room <mine lvl 5>
alias <The well spring>
look <A single, jagged pillar of rock lined with glowing blue-green moss emerges from the depthes of the pool within the center of this cavern. Water courses down its side from a font near its tip, cascading into the pool below. The pool feeds a wide stream that flows rapidly along the length of the room and then under the rock wall at the southern end of the cave. Several glyphs are carved deep into the stone face of the pillar, their outlines just visible beneath the light of the moss. At the far side of the pool stands a large male orc. You recognize him as Jakk Tornclaw.|n|nYou can go to|n(T)he Charnel Pit>
command <t> goto <mine lvl 4>
end define
define room <Healer's Hut>
look <You can go to|n(T)own Street>
command <t> goto <Town Street>
define object <Healer1>
alias <Healer>
speak {
if ( %health% = 1 ) then set numeric <health 2; 245>
if ( %health% = 2 ) then set numeric <health 2; 240>
if ( %health% = 3 ) then set numeric <health 2; 235>
if ( %health% = 4 ) then set numeric <health 2; 230>
if ( %health% = 5 ) then set numeric <health 2; 225>
if ( %health% = 6 ) then set numeric <health 2; 220>
if ( %health% = 7 ) then set numeric <health 2; 215>
if ( %health% = 8 ) then set numeric <health 2; 210>
if ( %health% = 9 ) then set numeric <health 2; 205>
if ( %health% = 10 ) then set numeric <health 2; 200>
if ( %health% = 11 ) then set numeric <health 2; 195>
if ( %health% = 12 ) then set numeric <health 2; 190>
if ( %health% = 13 ) then set numeric <health 2; 185>
if ( %health% = 14 ) then set numeric <health 2; 180>
if ( %health% = 15 ) then set numeric <health 2; 175>
if ( %health% = 16 ) then set numeric <health 2; 170>
if ( %health% = 17 ) then set numeric <health 2; 165>
if ( %health% = 18 ) then set numeric <health 2; 160>
if ( %health% = 19 ) then set numeric <health 2; 155>
if ( %health% = 20 ) then set numeric <health 2; 150>
if ( %health% = 21 ) then set numeric <health 2; 145>
if ( %health% = 22 ) then set numeric <health 2; 140>
if ( %health% = 23 ) then set numeric <health 2; 135>
if ( %health% = 24 ) then set numeric <health 2; 130>
if ( %health% = 25 ) then set numeric <health 2; 125>
if ( %health% = 26 ) then set numeric <health 2; 120>
if ( %health% = 27 ) then set numeric <health 2; 115>
if ( %health% = 28 ) then set numeric <health 2; 110>
if ( %health% = 29 ) then set numeric <health 2; 105>
if ( %health% = 30 ) then set numeric <health 2; 100>
if ( %health% = 31 ) then set numeric <health 2; 95>
if ( %health% = 32 ) then set numeric <health 2; 90>
if ( %health% = 33 ) then set numeric <health 2; 85>
if ( %health% = 34 ) then set numeric <health 2; 80>
if ( %health% = 35 ) then set numeric <health 2; 75>
if ( %health% = 36 ) then set numeric <health 2; 70>
if ( %health% = 37 ) then set numeric <health 2; 65>
if ( %health% = 38 ) then set numeric <health 2; 60>
if ( %health% = 39 ) then set numeric <health 2; 55>
if ( %health% = 40 ) then set numeric <health 2; 50>
if ( %health% = 41 ) then set numeric <health 2; 45>
if ( %health% = 42 ) then set numeric <health 2; 40>
if ( %health% = 43 ) then set numeric <health 2; 35>
if ( %health% = 44 ) then set numeric <health 2; 30>
if ( %health% = 45 ) then set numeric <health 2; 25>
if ( %health% = 46 ) then set numeric <health 2; 20>
if ( %health% = 47 ) then set numeric <health 2; 15>
if ( %health% = 48 ) then set numeric <health 2; 10>
if ( %health% = 49 ) then set numeric <health 2; 5>
if ( %health% = 50 ) then set numeric <health 2; 0>
}
displaytype <person>
gender <he>
choose <heal>
end define
end define
define room <Attack>
look <(A)ttack|n(R)un away>
command <a> do <fight>
define object <Dragon1>
alias <Juvenile Black Dragon>
end define
define object <Dragon2>
alias <Juvenile Blue Dragon>
end define
define object <Dragon3>
alias <Juvenile Green>
end define
define object <Dragon4>
alias <Dragon1>
end define
define object <Dragon5>
alias <Dragon1>
end define
define object <Dragon6>
alias <Dragon1>
end define
define object <Dragon7>
alias <Dragon1>
end define
define object <Dragon8>
alias <Dragon1>
end define
define object <Dragon9>
alias <Dragon1>
end define
define object <Dragon10>
alias <Dragon1>
end define
define object <Vampire Spawn>
end define
define object <Green Hag>
end define
define object <ele1>
alias <Small Air Elemental>
end define
define object <ele2>
alias <Earth Elemental>
end define
define object <ele3>
alias <Large fire Elemental>
end define
define object <ele4>
alias <Elder Water Elemental>
hidden
end define
end define
define procedure <puz1>
end define
define procedure <fight>
if ( health < 54 ) then {
if ( %health% < 54 ) then {
set numeric <a; $rand(1; 10)$>
if ( %a% = 1 ) then {
set numeric <a; $rand(0; 1)$>
if ( %a% = 0 ) then msg <You narrowily avoid #monster#'s attack.> else {
dec <health; %a%>
msg <#monster# hits you for %a% damage.>
}
}
else {
dec <health; %a%>
msg <#monster# hits you for %a% damage.>
}
if got <stick> then set numeric <y; $rand(1; 3)$>
if got <dagger> then set numeric <y; $rand(2; 6)$>
dec <mh1; %y%>
msg <You hit #monster# for %y% damage.>
}
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
define selection <weapon shop>
info <Hello #propername# what would you like?>
choice <Buy> if flag <have weapon> then {
say <You can only have one weapon at a time.>
speak <You can only have one weapon at a time.>
}
else choose <Buy>
choice <Sell> if flag <have weapon> then {
if got <dagger> then {
if ask <Are you sure you want to sell your dagger for 100 gold?> then {
hide <dagger>
inc <money; 100>
show <stick>
}
}
if got <short sword> then {
if ask <Are you sure you want to sell your short sword for 200 gold?> then {
hide <short sword>
inc <money; 200>
show <dagger>
}
}
}
choice <Nothing>
end define
define selection <Buy>
choice <dagger 200> if ( %money% >= 200 ) then {
if ask <Are you sure you want to buy this?> then {
dec <money; 200>
show <dagger>
give <dagger>
hide <stick>
}
}
choice <short sword 400> if ( %money% >= 400 ) then {
if ask <Are you sure you want to buy this?> then {
show <short sword>
give <short sword>
dec <money; 400>
hide <stick>
}
}
end define
define selection <heal>
info <Hello #propername# are you in need of healing?>
choice <heal %health 2%> if ( %money% >= %health 2% ) then {
set numeric <health; 50>
dec <money; %health 2%>
}
choice <No thank-you.>
end define
' "Burning Plague"
' Created with QDK Pro 3.52
!include <q3ext.qlb>
define game <Burning Plague>
asl-version <350>
gametype singleplayer
start <mine lvl1>
game author <Richard Aguilar>
game info <Created with QDK 3.52 - UNREGISTERED EVALUATION VERSION.>
background <black>
foreground <yellow>
startscript {
speak <Please insert your name.>
msg <Please insert your name:>
enter <Propername>
msg <Hello #Propername#, and welcome to|cr Burning Plague|cy>
speak <Hello #propername#, and welcome to BURNING PLAGUE.>
wait <Press any key to continue>
msg <A sickness has come unto the simple mining town of Tarabon, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town's gaurd a few short days away from death, the burden of decending into the mines and purging the wellspring of whatever evil has settled there falls to you. Can you prevail within the depths of Tarabon, or will you too fall victom to the perils of the |n|cr|s50BURNING PLAGUE|s00>
playmidi <sephiroth.mid; loop>
show <stick>
give <stick>
}
define variable <experience>
type numeric
value <0>
end define
define variable <health>
type numeric
value <40>
display <You have ! health.>
onchange if ( %health% < 1 ) then playerlose
end define
define variable <money>
type numeric
value <300>
display <You have ! gold.>
end define
define variable <Propername>
type numeric
value <0>
end define
define variable <health 2>
type numeric
value <0>
end define
define variable <mh1>
type numeric
value <15>
onchange if ( %mh1% < 1 ) then {
inc <money; $rand(1; 20)$>
hide <Dragon1>
goto <mine lvl1>
}
end define
define variable <mh2>
type numeric
value <15>
end define
define variable <mh3>
type numeric
value <15>
end define
define variable <mh4>
type numeric
value <15>
end define
define variable <mh5>
type numeric
value <15>
end define
define variable <mh6>
type numeric
value <15>
end define
define variable <mh7>
type numeric
value <0>
end define
define variable <mh8>
type numeric
value <0>
end define
define variable <mh9>
type numeric
value <0>
end define
define variable <mh10>
type numeric
value <0>
end define
define variable <mh11>
type numeric
value <0>
end define
define variable <mh12>
type numeric
value <0>
end define
define variable <mh13>
type numeric
value <0>
end define
define variable <mh14>
type numeric
value <0>
end define
define variable <mh15>
type numeric
value <0>
end define
define variable <mh16>
type numeric
value <0>
end define
define variable <mh17>
type numeric
value <0>
end define
define variable <mh18>
type numeric
value <0>
end define
define variable <mh19>
type numeric
value <0>
end define
define variable <mh20>
type numeric
value <0>
end define
define variable <mh21>
type numeric
value <0>
end define
define variable <mh22>
type numeric
value <0>
end define
define variable <mh23>
type numeric
value <0>
end define
define variable <mh24>
type numeric
value <0>
end define
define variable <mh25>
type numeric
value <0>
end define
define variable <mh26>
type numeric
value <0>
end define
define variable <mh27>
type numeric
value <0>
end define
define variable <mh28>
type numeric
value <0>
end define
define variable <mh29>
type numeric
value <0>
end define
define variable <mh30>
type numeric
value <0>
end define
define variable <mh31>
type numeric
value <0>
end define
define variable <m>
type numeric
value <0>
end define
end define
define synonyms
end define
define room <Entrance to the mine>
look <A cool breeze drifts down from the towering peaks of the Serpentcoil Mountains as you behold the entrance to the caverns. The frost-rimed ground is littered with tools, picks and shovels, some of which protrude from soft banks of snow. A single darkened shaft leads into the depths of the mine ahead. The dirt path beneath its wooden support structure is covered with stone debris, a few pieces of which occasionally glint with the slightest hint of ore. No light issues forth from the tunnel. Burnt-out torches are strewn across the floor, their brackets torn from the shaft walls. Behind you, the worn road leads back through the crags to the valley below. Aside from the quiet whistleing of the wind, complete silence fills the small clearing within the mountains.|n|nYou can go to|n(T)own Street|n(G)reeting Room>
command <T> goto <Town Street>
command <G> goto <mine lvl1>
end define
define room <Town Street>
look <You can go to (W)eapon Shop (H)ealer's shop (M)ine Entrance>
command <w> goto <Weapon shop>
command <a> goto <Armor shop>
command <m> goto <Entrance to the mine>
command <h> goto <Healer>
end define
define room <Weapon shop>
look <You can go to|n (T)own Street>
command <T> goto <Town Street>
define object <stick>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <dagger>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <short sword>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <light mace>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <long sword>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <glaive>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <Bastard sword>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <great axe>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <dire flail>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <two bladed sword>
gain flag on <have weapon>
lose flag off <have weapon>
hidden
drop nowhere <>
end define
define object <Store Keeper>
look <He is a short old man with a long red beard. He has a strong face covered with scars from years of battle.>
speak {
speak <What would you like?>
choose <weapon shop>
}
prefix <the>
displaytype <person>
gender <he>
end define
end define
define room <mine lvl1>
alias <Greeting Room>
look < The tunnel opens into a small, roughly rectangular chamber. Scattered chunks of silver ore surround an overturned pair of wooden carts. The lower half of what appears to be a human body juts out from beneath one of the cart's edges. It shows no signs of movement. Dried blood is smeared across the northern wall in several places. |n|nYou can go to (M)ine Entrance (C)hutes and ladders Or you can (L)ook for something to kill>
command <c> goto <mine lvl 2>
command <l> {
set numeric <m; 1>
if ( %m% = 1 ) then {
set numeric <mh1; 15>
show <Dragon1>
flag on <m1>
goto <Attack>
set string <monster; Juvenile Black Dragon>
msg <You find a Juvenile Black Dragon resting on a small boulder near by. The dragons head looks decidedly like a skull thanks to its deep-socketed eyes and wide flat nasal opening. It has forward-curving horns and a spinal crest that peaks just behind the head and tapers off about three quarter of the way down the neck.>
}
}
command <m> goto <Entrance to the mine>
end define
define room <mine lvl 2>
alias <Chutes and ladders.>
look <This enormous cavern extends upward for at least 100 feet, climbing high into the bowels of the mountain. Glowing blue-green lichens creep across the rough walls and man-sized stalagmites protrude from the ground in this area, their faint light growing and then deminishing again every few seconds. The illumination occasionally highlights small flecks of silver, which glitter in the face of the great western wall of the cave. Several cables hang down from the edge of a wide gollow within that wall. The hollow penetrates deep into the west face of the cavern and begins about 20 feet above where you stand. The air here feels cool and damp.>
command <g> goto <mine lvl1>
command <t> goto <mine lvl 3>
end define
define room <mine lvl 3>
alias <The mess hall>
look <This large, square room houses four long wooden tables, each with a bench on either side. On top of the tables lie a number of wooden bowls and eating utensils. In the southeast corner of the room, a small stewpot steams over a fireplace carved into the floor. A pungent odor hangs in the air.|n|nYou can go to|n(C)hutes and ladders|n(T)he Charnel Pit>
command <c> goto <mine lvl 2>
command <t> goto <mine lvl 4>
end define
define room <mine lvl 4>
alias <Charnel Pit>
look <Waves of heat wash through the cave, thickening the air and making breathing difficult. This small, bowl-shaped cavern's floor is littered with humanoid corpses. Rats skitter through the sea of bodies within the sunken floor, pausing occasionally to nibble at a choice morsel. A host of their brethren lie nearby on their backs, some of themstill twitching with a few remnants of life. A tunnel's opening is visible in the eastern wall of this chamber and, in the distance, the sound of rushing water can be heard.|n|nYou can go to|n(T)he Mess Hall|nThe (W)ell Spring>
command <t> goto <mine lvl 3>
command <w> goto <mine lvl 5>
end define
define room <mine lvl 5>
alias <The well spring>
look <A single, jagged pillar of rock lined with glowing blue-green moss emerges from the depthes of the pool within the center of this cavern. Water courses down its side from a font near its tip, cascading into the pool below. The pool feeds a wide stream that flows rapidly along the length of the room and then under the rock wall at the southern end of the cave. Several glyphs are carved deep into the stone face of the pillar, their outlines just visible beneath the light of the moss. At the far side of the pool stands a large male orc. You recognize him as Jakk Tornclaw.|n|nYou can go to|n(T)he Charnel Pit>
command <t> goto <mine lvl 4>
end define
define room <Healer's Hut>
look <You can go to|n(T)own Street>
command <t> goto <Town Street>
define object <Healer1>
alias <Healer>
speak {
if ( %health% = 1 ) then set numeric <health 2; 245>
if ( %health% = 2 ) then set numeric <health 2; 240>
if ( %health% = 3 ) then set numeric <health 2; 235>
if ( %health% = 4 ) then set numeric <health 2; 230>
if ( %health% = 5 ) then set numeric <health 2; 225>
if ( %health% = 6 ) then set numeric <health 2; 220>
if ( %health% = 7 ) then set numeric <health 2; 215>
if ( %health% = 8 ) then set numeric <health 2; 210>
if ( %health% = 9 ) then set numeric <health 2; 205>
if ( %health% = 10 ) then set numeric <health 2; 200>
if ( %health% = 11 ) then set numeric <health 2; 195>
if ( %health% = 12 ) then set numeric <health 2; 190>
if ( %health% = 13 ) then set numeric <health 2; 185>
if ( %health% = 14 ) then set numeric <health 2; 180>
if ( %health% = 15 ) then set numeric <health 2; 175>
if ( %health% = 16 ) then set numeric <health 2; 170>
if ( %health% = 17 ) then set numeric <health 2; 165>
if ( %health% = 18 ) then set numeric <health 2; 160>
if ( %health% = 19 ) then set numeric <health 2; 155>
if ( %health% = 20 ) then set numeric <health 2; 150>
if ( %health% = 21 ) then set numeric <health 2; 145>
if ( %health% = 22 ) then set numeric <health 2; 140>
if ( %health% = 23 ) then set numeric <health 2; 135>
if ( %health% = 24 ) then set numeric <health 2; 130>
if ( %health% = 25 ) then set numeric <health 2; 125>
if ( %health% = 26 ) then set numeric <health 2; 120>
if ( %health% = 27 ) then set numeric <health 2; 115>
if ( %health% = 28 ) then set numeric <health 2; 110>
if ( %health% = 29 ) then set numeric <health 2; 105>
if ( %health% = 30 ) then set numeric <health 2; 100>
if ( %health% = 31 ) then set numeric <health 2; 95>
if ( %health% = 32 ) then set numeric <health 2; 90>
if ( %health% = 33 ) then set numeric <health 2; 85>
if ( %health% = 34 ) then set numeric <health 2; 80>
if ( %health% = 35 ) then set numeric <health 2; 75>
if ( %health% = 36 ) then set numeric <health 2; 70>
if ( %health% = 37 ) then set numeric <health 2; 65>
if ( %health% = 38 ) then set numeric <health 2; 60>
if ( %health% = 39 ) then set numeric <health 2; 55>
if ( %health% = 40 ) then set numeric <health 2; 50>
if ( %health% = 41 ) then set numeric <health 2; 45>
if ( %health% = 42 ) then set numeric <health 2; 40>
if ( %health% = 43 ) then set numeric <health 2; 35>
if ( %health% = 44 ) then set numeric <health 2; 30>
if ( %health% = 45 ) then set numeric <health 2; 25>
if ( %health% = 46 ) then set numeric <health 2; 20>
if ( %health% = 47 ) then set numeric <health 2; 15>
if ( %health% = 48 ) then set numeric <health 2; 10>
if ( %health% = 49 ) then set numeric <health 2; 5>
if ( %health% = 50 ) then set numeric <health 2; 0>
}
displaytype <person>
gender <he>
choose <heal>
end define
end define
define room <Attack>
look <(A)ttack|n(R)un away>
command <a> do <fight>
define object <Dragon1>
alias <Juvenile Black Dragon>
end define
define object <Dragon2>
alias <Juvenile Blue Dragon>
end define
define object <Dragon3>
alias <Juvenile Green>
end define
define object <Dragon4>
alias <Dragon1>
end define
define object <Dragon5>
alias <Dragon1>
end define
define object <Dragon6>
alias <Dragon1>
end define
define object <Dragon7>
alias <Dragon1>
end define
define object <Dragon8>
alias <Dragon1>
end define
define object <Dragon9>
alias <Dragon1>
end define
define object <Dragon10>
alias <Dragon1>
end define
define object <Vampire Spawn>
end define
define object <Green Hag>
end define
define object <ele1>
alias <Small Air Elemental>
end define
define object <ele2>
alias <Earth Elemental>
end define
define object <ele3>
alias <Large fire Elemental>
end define
define object <ele4>
alias <Elder Water Elemental>
hidden
end define
end define
define procedure <puz1>
end define
define procedure <fight>
if ( health < 54 ) then {
if ( %health% < 54 ) then {
set numeric <a; $rand(1; 10)$>
if ( %a% = 1 ) then {
set numeric <a; $rand(0; 1)$>
if ( %a% = 0 ) then msg <You narrowily avoid #monster#'s attack.> else {
dec <health; %a%>
msg <#monster# hits you for %a% damage.>
}
}
else {
dec <health; %a%>
msg <#monster# hits you for %a% damage.>
}
if got <stick> then set numeric <y; $rand(1; 3)$>
if got <dagger> then set numeric <y; $rand(2; 6)$>
dec <mh1; %y%>
msg <You hit #monster# for %y% damage.>
}
end define
define text <intro>
end define
define text <win>
end define
define text <lose>
end define
define selection <weapon shop>
info <Hello #propername# what would you like?>
choice <Buy> if flag <have weapon> then {
say <You can only have one weapon at a time.>
speak <You can only have one weapon at a time.>
}
else choose <Buy>
choice <Sell> if flag <have weapon> then {
if got <dagger> then {
if ask <Are you sure you want to sell your dagger for 100 gold?> then {
hide <dagger>
inc <money; 100>
show <stick>
}
}
if got <short sword> then {
if ask <Are you sure you want to sell your short sword for 200 gold?> then {
hide <short sword>
inc <money; 200>
show <dagger>
}
}
}
choice <Nothing>
end define
define selection <Buy>
choice <dagger 200> if ( %money% >= 200 ) then {
if ask <Are you sure you want to buy this?> then {
dec <money; 200>
show <dagger>
give <dagger>
hide <stick>
}
}
choice <short sword 400> if ( %money% >= 400 ) then {
if ask <Are you sure you want to buy this?> then {
show <short sword>
give <short sword>
dec <money; 400>
hide <stick>
}
}
end define
define selection <heal>
info <Hello #propername# are you in need of healing?>
choice <heal %health 2%> if ( %money% >= %health 2% ) then {
set numeric <health; 50>
dec <money; %health 2%>
}
choice <No thank-you.>
end define
paul_one
10 Apr 2004, 17:36Let's do some corrections...
That's the correction for that procedure...
Right...
Well, there we go. You can improve that code numerous ways (adding a loop to start off those variables, having them as an array of normal variables.... and you'll find loads of problems down the road using your current battle system - but that's all I can say.
define procedure <fight>
if ( %health% < 54 ) then {
set numeric <a; $rand(1; 10)$>
if ( %a% = 1 ) then {
set numeric <a; $rand(0; 1)$>
if ( %a% = 0 ) then msg <You narrowily avoid #monster#'s attack.> else {
dec <health; %a%>
msg <#monster# hits you for %a% damage.>
}
}
}
else {
dec <health; %a%>
msg <#monster# hits you for %a% damage.>
}
if got <stick> then set numeric <y; $rand(1; 3)$>
if got <dagger> then set numeric <y; $rand(2; 6)$>
dec <mh1; %y%>
msg <You hit #monster# for %y% damage.>
end define That's the correction for that procedure...
define selection <weapon shop>
info <Hello #propername# what would you like?>
choice <Buy> if flag <have weapon> then {
say <You can only have one weapon at a time.>
speak <You can only have one weapon at a time.>
}
else choose <Buy>
choice <Sell> if flag <have weapon> then {
if got <dagger> then {
if ask <Are you sure you want to sell your dagger for 100 gold?> then {
hide <dagger>
inc <money; 100>
show <stick>
}
}
if got <short sword> then {
if ask <Are you sure you want to sell your short sword for 200 gold?> then {
hide <short sword>
inc <money; 200>
show <dagger>
}
}
}
choice <Nothing>
end define Right...
Well, there we go. You can improve that code numerous ways (adding a loop to start off those variables, having them as an array of normal variables.... and you'll find loads of problems down the road using your current battle system - but that's all I can say.
Sephiroth
10 Apr 2004, 17:39Thanks for the help but i have no idea what any of that means 
paul_one
10 Apr 2004, 18:37Yeah - I know you don't...
Can you do the corrections yourself?
Can you do the corrections yourself?
Sephiroth
11 Apr 2004, 05:37I can copy and paste your corrections you made but beyond that...
Sephiroth
12 Apr 2004, 05:44well thanks anyways please help me on anything you can.
paul_one
12 Apr 2004, 19:43that's what I meant - can you put in my corrections....
I don't know if that's all that was wrong though as I only had a quick look.
You'll find out what an array is and such later on if you carry on.
I don't know if that's all that was wrong though as I only had a quick look.
You'll find out what an array is and such later on if you carry on.
Sephiroth
12 Apr 2004, 21:01Thank you, if could would you please look it over and tell me anything I can fix and how please feel free to email or message me. My email address and everything are in my profile.
Thank you
Thank you
Anonymous
13 Aug 2004, 19:51Sephiroth, would u mind if i did the corrections compwiz did and try it for u since ive got time for it, if so thx