How to remove/change all the default text within Quest?
Mareus
31 May 2014, 20:45Greetings everyone!
My adventure making is continuing great, but I have one problem that keeps distracting me when I test the game. Often when I try to use more "exotic" commands, I get answers like:
- I can't see that.
- I dont understand your command.
- You cant do that.
- You can't go there.
- You sniff, but him doesn't smell of much.
etc.
I would like to edit them so that they make more sense. For example when I type: go into north (yes, I know it's wrong and that I should type go north), I get a response: I can't see that (into north). I want to change the line to say something more sensible, like: I do not understand the command (into north). Try refrazing.
Example 2: I type smell dark figure (dark figure is an existing object in the game and I know it makes no sense to smell it, but part of the charm with textadventires is to play around with commands). I get a default response: You sniff, but him doesn't smell of much. I want to change it to: You cant smell it.
Example 3: I made an object hole. I also made a command that has a pattern: enter; enter the; go into; drop down the; drop down; climb into; use; throw yourself into the; throw yourself into. So, when I type: Go to hole - I get a response: You can't go there. I want to change it to: Try refrazing your sentence.
There are probably more examples, but these are the ones that just hit me in the eye the most.
My adventure making is continuing great, but I have one problem that keeps distracting me when I test the game. Often when I try to use more "exotic" commands, I get answers like:
- I can't see that.
- I dont understand your command.
- You cant do that.
- You can't go there.
- You sniff, but him doesn't smell of much.
etc.
I would like to edit them so that they make more sense. For example when I type: go into north (yes, I know it's wrong and that I should type go north), I get a response: I can't see that (into north). I want to change the line to say something more sensible, like: I do not understand the command (into north). Try refrazing.
Example 2: I type smell dark figure (dark figure is an existing object in the game and I know it makes no sense to smell it, but part of the charm with textadventires is to play around with commands). I get a default response: You sniff, but him doesn't smell of much. I want to change it to: You cant smell it.
Example 3: I made an object hole. I also made a command that has a pattern: enter; enter the; go into; drop down the; drop down; climb into; use; throw yourself into the; throw yourself into. So, when I type: Go to hole - I get a response: You can't go there. I want to change it to: Try refrazing your sentence.
There are probably more examples, but these are the ones that just hit me in the eye the most.
HegemonKhan
31 May 2014, 21:49I think there's already a thread on this:
viewtopic.php?f=10&t=4337
specifically this post of Jay's from that thread link above:
I think you may need to possibly adjust default responses via within the 'HandleCommand' too (if they do exist here), but you got to know what you're doing, so you keep quest operational (don't worry, you can't mess up quest via the GUI~Editor, only your specific game file, due to it's 'copy' feature).
you can also work with 'templates' but this can be complicated for people.
----------
actually here you go, though you may need help with it:
http://quest5.net/wiki/Changing_templates
hope this helps, hehe
viewtopic.php?f=10&t=4337
specifically this post of Jay's from that thread link above:
jaynabonne wrote:If you go to the bottom of the left pane, click Filter and then Show Library Elements, then all the verbs and commands will show up in your tree. So, for example, "jump" is there and "take".
For something like "jump", you can click on the command and then click the Copy button in the top right to make a local copy in your game. Then you can just make it do nothing by deleting the script inside. Something like "take" will require a look, as you probably want some "takes" to work and others not.
I think you may need to possibly adjust default responses via within the 'HandleCommand' too (if they do exist here), but you got to know what you're doing, so you keep quest operational (don't worry, you can't mess up quest via the GUI~Editor, only your specific game file, due to it's 'copy' feature).
you can also work with 'templates' but this can be complicated for people.
----------
actually here you go, though you may need help with it:
http://quest5.net/wiki/Changing_templates
hope this helps, hehe
Mareus
01 Jun 2014, 10:43HegemonKhan wrote:I think there's already a thread on this:
viewtopic.php?f=10&t=4337
specifically this post of Jay's from that thread link above:"jaynabonne"
If you go to the bottom of the left pane, click Filter and then Show Library Elements, then all the verbs and commands will show up in your tree. So, for example, "jump" is there and "take".
For something like "jump", you can click on the command and then click the Copy button in the top right to make a local copy in your game. Then you can just make it do nothing by deleting the script inside. Something like "take" will require a look, as you probably want some "takes" to work and others not.
I think you may need to possibly adjust default responses via within the 'HandleCommand' too (if they do exist here), but you got to know what you're doing, so you keep quest operational (don't worry, you can't mess up quest via the GUI~Editor, only your specific game file, due to it's 'copy' feature).
you can also work with 'templates' but this can be complicated for people.
----------
actually here you go, though you may need help with it:
http://quest5.net/wiki/Changing_templates
hope this helps, hehe
Thanks! I managed to edit some of the default expressions and it feels much more natural now. However, the more I delve into Quest, the more I am noticing little annoyances that I have no clue how to fix. I was up until 4.00 o'clock yesterday trying to fix these little "bugs" without success.
I still don't understand how the verbs and commands work. I mean, I can create custom verbs and commands but sometimes they work and sometimes they don't / without any apparent reason. For example: I made a verb with a pattern: hide under; hide under the; crawl under; crawl under the. I also made an object hallway table. I added the verb to the object, but when I write in the game "hide under the hallway table" or "hide under the table" I get no response whatsoever. I want to know why? The funny thing is when I write "hide under table" without "the" it works, so I am totally bummed out by this. Then if I write "hide under the" without the object part, I get: "Error running script: No verb response defined" which I want to change but I cant find it anywhere. I noticed similar behaviour with verbs that contain "for". Is there a way to avoid such annoyances?
What's even more confusing is the fact that if I create a command with a pattern: hide under table; hide under the table; crawl under table ; crawl under the table; etc. it works, but then I can't see the object options in the "places and objects" menu. So its a no win situation I have here. Can someone please just explain how to fix these annoyances.
HegemonKhan
02 Jun 2014, 01:50with the 'pattern' stuff you may be running into problems of the core code (quest itself) trying to match up stuff ('parsing' ~ I think ~ it's similar to search engines trying to match up the correct search results with what you typed in for your search string), as you told it too, but your 'patterns' are too muddled together, and quest can't execute what you want it to, due to this, remember it took a long time for us to get google... imagine trying to search (match up your inqueries with proper sites) before there was google... ya, the internet wasn't the same without the amazing ability of google's search coding to get what you want quite well. For the 'patterns', try to have them as unique as possible, try not to use the same words, nor the same sequence of words for them, if you can, as I think it kinda works like this:
<command1><pattern1>blue red yellow</pattern1></command1>
<command2><pattern2>blue red yellow green </pattern2></command2>
typed-in input: red blue = match strength of 2/3 for pattern1, it's over 50%, so do command1
typed-in input: red blue = match strength of 2/4 for pattern2, it's not over 50%, so do NOT do command2
// no issue
however, if... :
typed-in input: red blue yellow = match strength of 3/3 for pattern1, it's 100% !!!, so do command1 (lol) !!!
typed-in input: red blue yellow = match strength of 3/4 for pattern2, it's over 50%, so do command2...
...err... quest: "do I do command1 or command2"... I don't know, because I'm suppose to do both, but I can't do both... ERROR!
~OR~
... err... quest: "okay, I'll choose do command1 then"... HK: no no no, you (quest) are suppose to do command2, GRRR !!!!
this stuff is a bit beyond me though, so hopefully someone else who can code well, will help you with this stuff. Also, there just might be mistakes by you with trying to do this as well, we'd need to see your game code (along with the changes you made to the default responses, to see if you made any errors, and lastly, if you change the core stuff, quest may not be able to work properly or parts of quest may not be able to work properly, like maybe you messed up the 'take' functionality, as remember all of this stuff are actually systems, there's a lot of quest engine core coding by Alex, that makes quest work to us the users, so friendly~easy, and if you change something involved with such systems, those code systems may not be able to work. For example, if you got a car, and you take out the engine, changing a part of the car, then the car, a system, now can't work ~ run ~ drive anymore).
-----------
unfortunately, that *IS* the difference between 'Verbs' and 'Commands' :
Verbs: gives you your buttons and hyperlinks, but they're specialized for~upon only that object
Commands: allows you to type stuff in during game play, are generalized, as they're not tied down to an Object, like Verbs are
* technically, Quest's 'Verbs' are actually Commands (though as specialized Sub-Commands), but this doesn't matter for us.
I think one of the libraries, has a way of attaching Commands and Verbs together, but I don't remember which one, nor if I'm even sure of this being so, lol.
You can always have both a Command and a Verb, do the same thing, but this is a lot of work (double amount of work), but you'd have both functionality too: typed-in input and buttons~hyperlinks
otherwise, maybe the good coders here can tell if you can 'attach~connect' Commands and Verbs together or not, so you wouldn't have to create~add them each... if it's possible though of course.
here's some links, if you want to take a look at them yourself:
1. http://quest5.net/wiki/Category:ASLX_Elements
2. http://quest5.net/wiki/Command_element
3. http://quest5.net/wiki/Verb_element
*maybe* the 'VerbTemplate' was how you could combine Commands and Verbs... if my memory of seeing this done in a library is accurate, lol
4. http://quest5.net/wiki/Verbtemplate_element
maybe you can figure out yourself how to do both functionalities, without having to create~add~write~code in both a Command and a Verb.
<command1><pattern1>blue red yellow</pattern1></command1>
<command2><pattern2>blue red yellow green </pattern2></command2>
typed-in input: red blue = match strength of 2/3 for pattern1, it's over 50%, so do command1
typed-in input: red blue = match strength of 2/4 for pattern2, it's not over 50%, so do NOT do command2
// no issue
however, if... :
typed-in input: red blue yellow = match strength of 3/3 for pattern1, it's 100% !!!, so do command1 (lol) !!!
typed-in input: red blue yellow = match strength of 3/4 for pattern2, it's over 50%, so do command2...
...err... quest: "do I do command1 or command2"... I don't know, because I'm suppose to do both, but I can't do both... ERROR!
~OR~
... err... quest: "okay, I'll choose do command1 then"... HK: no no no, you (quest) are suppose to do command2, GRRR !!!!
this stuff is a bit beyond me though, so hopefully someone else who can code well, will help you with this stuff. Also, there just might be mistakes by you with trying to do this as well, we'd need to see your game code (along with the changes you made to the default responses, to see if you made any errors, and lastly, if you change the core stuff, quest may not be able to work properly or parts of quest may not be able to work properly, like maybe you messed up the 'take' functionality, as remember all of this stuff are actually systems, there's a lot of quest engine core coding by Alex, that makes quest work to us the users, so friendly~easy, and if you change something involved with such systems, those code systems may not be able to work. For example, if you got a car, and you take out the engine, changing a part of the car, then the car, a system, now can't work ~ run ~ drive anymore).
-----------
unfortunately, that *IS* the difference between 'Verbs' and 'Commands' :
Verbs: gives you your buttons and hyperlinks, but they're specialized for~upon only that object
Commands: allows you to type stuff in during game play, are generalized, as they're not tied down to an Object, like Verbs are
* technically, Quest's 'Verbs' are actually Commands (though as specialized Sub-Commands), but this doesn't matter for us.
I think one of the libraries, has a way of attaching Commands and Verbs together, but I don't remember which one, nor if I'm even sure of this being so, lol.
You can always have both a Command and a Verb, do the same thing, but this is a lot of work (double amount of work), but you'd have both functionality too: typed-in input and buttons~hyperlinks
otherwise, maybe the good coders here can tell if you can 'attach~connect' Commands and Verbs together or not, so you wouldn't have to create~add them each... if it's possible though of course.
here's some links, if you want to take a look at them yourself:
1. http://quest5.net/wiki/Category:ASLX_Elements
2. http://quest5.net/wiki/Command_element
3. http://quest5.net/wiki/Verb_element
*maybe* the 'VerbTemplate' was how you could combine Commands and Verbs... if my memory of seeing this done in a library is accurate, lol
4. http://quest5.net/wiki/Verbtemplate_element
maybe you can figure out yourself how to do both functionalities, without having to create~add~write~code in both a Command and a Verb.
Mareus
02 Jun 2014, 08:59HegemonKhan wrote:
You can always have both a Command and a Verb, do the same thing, but this is a lot of work (double amount of work), but you'd have both functionality too: typed-in input and buttons~hyperlinks
otherwise, maybe the good coders here can tell if you can 'attach~connect' Commands and Verbs together or not, so you wouldn't have to create~add them each... if it's possible though of course.
here's some links, if you want to take a look at them yourself:
1. http://quest5.net/wiki/Category:ASLX_Elements
2. http://quest5.net/wiki/Command_element
3. http://quest5.net/wiki/Verb_element
*maybe* the 'VerbTemplate' was how you could combine Commands and Verbs... if my memory of seeing this done in a library is accurate, lol
4. http://quest5.net/wiki/Verbtemplate_element
maybe you can figure out yourself how to do both functionalities, without having to create~add~write~code in both a Command and a Verb.
I have tried this and my problems are almost completely solved when using both command and a verb. It feels much more natural, so thanks for explaining this in so much detail

The line pops out when I use incomplete commands, such as: "hide under the"
It also pops out when i try something like: "hit hallway table"
"Error running script: No verb response defined"
PS. I think there might be something messed up with my code due to all the changes I made. Can you perhaps take a look at it? Here is the code and just in case I also attached the game file:
<!--Saved by Quest 5.5.5173.27901-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<template name="UnresolvedObject">I don't understand your command. Try rephrasing.</template>
<template name="UnresolvedLocation">I don't understand your command. Try rephrasing.</template>
<template name="NoObjectsAvailable">There are no objects available.</template>
<template name="UnrecognisedCommand">I don't understand your command. Try rephrasing.</template>
<dynamictemplate name="DefaultSmell">"You cant't smell " + object.article + "."</dynamictemplate>
<game name="The Horror Within">
<gameid>1826f393-319a-4a91-b3b5-bb194134cceb</gameid>
<version>1.0</version>
<firstpublished>2014</firstpublished>
<subtitle>Awakening</subtitle>
<author>Mario Kućan</author>
<cover>Title.png</cover>
<category>Horror</category>
<feature_pictureframe />
<feature_asktell />
<showscore type="boolean">false</showscore>
<feature_lightdark />
<gridmap type="boolean">false</gridmap>
<attr name="autodescription_youarein" type="int">0</attr>
<attr name="autodescription_description" type="int">1</attr>
<showhealth />
<backgroundimage>GameTitle2.png</backgroundimage>
<setbackgroundopacity type="boolean">false</setbackgroundopacity>
<backgroundopacity type="double">0</backgroundopacity>
<defaultbackground>Wheat</defaultbackground>
<underlinehyperlinks />
<menubackground>WhiteSmoke</menubackground>
<setcustompadding type="boolean">false</setcustompadding>
<showborder type="boolean">false</showborder>
<setcustomwidth type="boolean">false</setcustomwidth>
<showpanes />
<showlocation />
<custompaddingright type="int">20</custompaddingright>
<custompaddingleft type="int">20</custompaddingleft>
<menuhoverbackground>WhiteSmoke</menuhoverbackground>
<defaultfont>'Times New Roman', Times, serif</defaultfont>
<showcommandbar />
<defaultlinkforeground>Blue</defaultlinkforeground>
<defaultforeground>Black</defaultforeground>
<deactivatecommandlinks type="boolean">false</deactivatecommandlinks>
<description><![CDATA[<b>Summary</b><br/>You have been imprisoned in an old apartment. Having lost your memory and without means of escape you must search for clues that will cast light on your current predicament. The objective of the game is to find a way to escape and face the nightmares that await you. Good luck!<br/><br/>Type help to learn how to play the game.<br/>]]></description>
<pov type="object">player</pov>
<onhealthzero type="script">
finish
</onhealthzero>
</game>
<object name="New Game">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<descprefix type="string"></descprefix>
<objectslistprefix type="string"></objectslistprefix>
<alias>The Horror Within</alias>
<picture>Title.png</picture>
<description><![CDATA[<b>Summary</b><br/>You have been imprisoned in an old apartment. Having lost your memory and without means of escape you must search for clues that will cast light on your current predicament. The objective of the game is to find a way to escape and face the nightmares that await you. Good luck!<br/>]]></description>
<exitslistprefix type="string"></exitslistprefix>
<beforeenter type="script">
play sound ("Horror Piano Theme.mp3", false, true)
</beforeenter>
<firstenter type="script">
</firstenter>
<enter type="script">
wait {
MoveObject (player, Create your character)
}
</enter>
<object name="player">
<inherit name="editor_object" />
<inherit name="editor_player" />
<feature_player />
<attr name="pov_look" type="script"><![CDATA[
if (player.health=100) {
msg ("Other then carrying some old scars, you look perfectly fine.")
}
else if (player.health>80) {
msg ("A few cuts and bruises cause you some discomfort, but it is nothing serious.")
}
else if (player.health>60) {
msg ("You have taken serious damage and blood is slowly trickling from your open wounds. The pain you feel is sharp, but endurable.")
}
else if (player.health>30) {
msg ("Your mobility is severly reduced as broken bones and wide open wounds inflict severe pain at your attempts to move.")
}
else if (player.health>0) {
msg ("You are barely alive and you are having a hard time remaining conscious. You should heal yourself as soon as possible.")
}
]]></attr>
</object>
</object>
<object name="Create your character">
<inherit name="editor_room" />
<descprefix type="string"></descprefix>
<objectslistprefix type="string"></objectslistprefix>
<exitslistprefix type="string"></exitslistprefix>
<description type="string"></description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<enter type="script">
msg ("What is your name?")
get input {
ClearScreen
player.alias = result
msg ("Very well, " + player.alias + "." + " Are you a male or a female" + "?")
ShowMenu ("", Split ("Male;Female", ";"), false) {
ClearScreen
player.gender = result
ShowMenu ("Now, describe your age.", Split ("Teenanger;Young adult;Adult;Elder", ";"), false) {
player.age = result
ClearScreen
msg ("")
msg (player.alias + " is a " + LCase (player.gender) + " " + LCase (player.age) + ".")
msg ("")
msg ("You are finished. Press a key to begin...")
wait {
ClearScreen
DecreaseHealth (50)
MoveObject (player, hallway)
}
}
}
}
</enter>
<beforeenter type="script">
ClearScreen
</beforeenter>
</object>
<object name="hallway">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<descprefix type="string"></descprefix>
<objectslistprefix>You can see</objectslistprefix>
<exitslistprefix>You can go</exitslistprefix>
<description type="script"><![CDATA[
if (ListContains(ScopeVisible(), hallway table)) {
msg ("A dark figure slowly approaches as you struggle to get on your feet. You grab the nearby table in hopes that it might support your weight, but a deep wound in your broken knee keeps you firmly on the ground. Slow and heavy breathing behind you sends cold shivers down your spine while you desperately try to keep your distance from whatever is after you. You drag yourself through blood and dirt like a wounded animal while emotions of dread and fear numb your other senses. Suddenly a shadow appears on the floor next to you and you realize the end is near. In panic you look around for possible exits you might have missed, but the hall leads only towards the north.<br/>---")
}
else {
msg ("<br/>You lie on the floor facing the northern part of the hallway. Slow and heavy breathing behind you sends cold shivers down your spine while you desperately try to keep your distance from the man with an axe.<br/>---")
}
]]></description>
<object name="dark figure">
<inherit name="editor_object" />
<inherit name="male" />
<look>You turn around to look at the dark figure, but fear and terrible lightning in the hallway prevents you from noticing too many details. You do however manage to discern that the figure is a tall man carrying a huge bloody axe. His face is hidden behind a dirty triangular hood and his slender muscles are covered in sweat and blood behind a transparant plastic butcher's outfit.</look>
<visible />
<take type="boolean">false</take>
<scenery type="boolean">false</scenery>
<alt type="stringlist">
<value>man; tall man; man with an axe; figure</value>
</alt>
<speak type="script"><![CDATA[
if (player.health<50) {
msg ("Against your better judgment you decide to try and talk to the dark figure, but before you can even utter a word his axe falls on your skull with a sickening crunch. Your brains splatter all over the nearby walls and life abandons you.")
finish
}
else {
DecreaseHealth (40)
msg ("In an act of pure desperation, you turn around to try and talk with the tall man behind you. Paralyzed with fear words seem to escape you as the man swings his axe at your chest. With pure luck you manage to push the falling blade to the side, preventing certain death by an inch. However, part of the axe still connects to your ribs, shattering them as you scream in agony. (You lost 40% of your health)")
}
]]></speak>
<attr name="attack the dark figure" type="script">
msg ("You nervously turn around and face the man with an axe. Gathering all your courage you start crawling towards him with a plan to attack. Unfortunately, you are in no shape to pose any threat and the man shows no mercy to your foolishness. With a sickening crunch he digs his axe deep into your back. As you lie dying in your own pool of blood, the figure finishes his assault by squashing your skull under his boot.")
finish
</attr>
<beg type="script">
msg ("Against your better judgment you decide to surrender your fate in the hands of a maniac with an axe. Untouched by your pleading gestures, the figure swings his axe diagonally downwards and decapitates you with one swift blow.")
finish
</beg>
<ask type="scriptdictionary" />
</object>
<exit name="hallway north" alias="north" to="northern part of the hallway">
<inherit name="northdirection" />
<look>You focus your view on the northern part of the hallway as it seems to be the only path leading away from the dark figure behind you. There is a chained door at the end of the hallway and a small hole in the floor in front of it, but you will have to come closer to see if it leads anywhere.</look>
</exit>
<object name="shadow on the floor">
<inherit name="editor_object" />
<look>Nervously you look at the shadow on the floor as you hear the figure behind you approaching. It resembles a man with an axe and the site of it alone is enough to stop you in your tracks as you become paralyzed with fear.</look>
<alt type="stringlist" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
</object>
<object name="hallway table">
<inherit name="editor_object" />
<look>An old hallway table completely covered in dust is the only thing breaking the gloomy emptiness.</look>
<alt type="stringlist" />
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<attr name="feature_switchable" type="boolean">false</attr>
<switchedon type="boolean">false</switchedon>
<attr name="hallway table" type="script"><![CDATA[
if (player.health<50) {
msg ("Against your better judgment you decide to try and get on your feet one more time. As you put your hands on the hallway table, the tall man behind you swings his axe downwards and cuts off your arms with one swift blow. In shock you watch the blood from your arms showering the dusty table in front of you. Then with another swing of his massive axe, the dark figure cuts off your head and moments later you find yourself lying dead in the pool of blood.")
finish
}
else {
DecreaseHealth (10)
msg ("You try to pick yourself up by using the hallway table as leverage, but the pain in your broken knee prevents you from standing up. As you struggle to get up the dark figure draws closer and kicks you violently in your back. Sharp pain overwhelms you and you find yourself desperately gasping for air. (You lost 10% of your health)")
}
]]></attr>
<attr name="hallway table1" type="script">
msg ("You crawl under the hallway table in hopes that it might offer you protection. Under the table you see the tall man approaching, his muddy blood covered boots stopping only an inch from your face. For a moment eerie silence fills the hallway which is interrupted only by the figure's heavy breathing. Suddenly a loud crashing sound above your head reveals your worst fears as small pieces of wood start falling on your back. The shock fills you with adrenaline and you quickly crawl away unscathed.")
MakeObjectInvisible (hallway table)
MakeObjectVisible (wooden remains)
ShowRoomDescription
</attr>
</object>
<command name="wait1">
<pattern>wait; do nothing; do not move; lie still</pattern>
<script>
msg ("You close your eyes and hope for a miracle as you lie still on the floor. 'Perhaps it is all a dream', you think to yourself while stubornly refusing to move. Suddenly a sharp pain across your back forces you to open your eyes and you feel warm blood spreading underneath you. You start choking as you desperately gasp for air and before you can make sense of what happened, darkness falls over you.")
finish
</script>
</command>
<object name="northern part of the hallway1">
<inherit name="editor_object" />
<alias>northern part of the hallway</alias>
<look>You focus your view on the northern part of the hallway as it seems to be the only path leading away from the dark figure behind you. There is a chained door at the end of the hallway and a small hole in the floor in front of it, but you will have to come closer to see if it leads anywhere.</look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<go type="script">
MoveObject (player, northern part of the hallway)
</go>
</object>
<verb name="go to">
<pattern>go to; go;</pattern>
<property>go</property>
<defaulttext>go to</defaulttext>
</verb>
<command>
<pattern>surrender to dark figure; surrender; surrender to figure; beg; beg for mercy; beg dark figure for mercy; beg figure for mercy; beg the figure for mercy; beg the dark figure for mercy</pattern>
<script>
msg ("Against your better judgment you decide to surrender your fate in the hands of a maniac with an axe. Untouched by your pleading gestures, the figure swings his axe diagonally downwards and decapitates you with one swift blow.")
finish
</script>
</command>
<command>
<pattern>hide under the table; hide under the hallway table; crawl under the table; crawl under the hallway table; hide under table; crawl under table; hide under hallway table; crawl under hallway table;</pattern>
<script>
if (ListContains(ScopeVisible(), hallway table)) {
msg ("You crawl under the hallway table in hopes that it might offer you protection. Under the table you see the tall man approaching, his muddy blood covered boots stopping only an inch from your face. For a moment eerie silence fills the hallway which is interrupted only by the figure's heavy breathing. Suddenly a loud crashing sound above your head reveals your worst fears as small pieces of wood start falling on your back. The shock fills you with adrenaline and you quickly crawl away unscathed.")
MakeObjectInvisible (hallway table)
MakeObjectVisible (wooden remains)
ShowRoomDescription
}
else {
msg ("The table was destroyed.")
}
</script>
</command>
<object name="wooden remains">
<inherit name="editor_object" />
<visible type="boolean">false</visible>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<look>All that is left from the hallway table are scattered wooden remains.</look>
</object>
<object name="dirty floor">
<inherit name="editor_object" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<look>The floor is made up from black and white tiles covered in greasy blood stains. Dirt and dried blood fill it's crevices and many tiles have been destroyed or severely worn out.</look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
</object>
</object>
<object name="northern part of the hallway">
<inherit name="editor_room" />
<descprefix type="string"></descprefix>
<exitslistprefix>You can go</exitslistprefix>
<objectslistprefix>You can see</objectslistprefix>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<description><![CDATA[You pull yourself to the northern part of the hallway with the last ounce of strength as the tall man behind you lifts his axe ready to deliver a fatal blow. <br/>---]]></description>
<beforeenter type="script">
ClearScreen
</beforeenter>
<object name="dark figure1">
<inherit name="editor_object" />
<inherit name="male" />
<look>The lighting in this part of the hallway is somewhat better, so you turn around to look at the dark figure, but there is no time for careful examination. The tall man behind you is holding a bloody axe above his head ready to drop it on your already wounded body. Yet, even though you managed to catch only a glimpse of him, the image was horrifying. His face is hidden behind a dirty triangular hood and his slender muscles are covered in sweat and blood behind a transparant plastic butcher's outfit. It is an image you quickly wish to forget.</look>
<visible />
<take type="boolean">false</take>
<scenery type="boolean">false</scenery>
<alt type="stringlist">
<value>man; tall man; man with an axe; figure</value>
</alt>
<alias>dark figure</alias>
<speak type="script"><![CDATA[
if (player.health<50) {
msg ("Against your better judgment you decide to try and talk to the dark figure, but before you can even utter a word his axe falls on your skull with a sickening crunch. Your brains splatter all over the nearby walls and life abandons you.")
finish
}
else {
DecreaseHealth (40)
msg ("In an act of pure desperation, you turn around to try and talk with the tall man behind you. Paralyzed with fear words seem to escape you as the man swings his axe at your chest. With pure luck you manage to push the falling blade to the side, preventing certain death by an inch. However, part of the axe still connects to your ribs, shattering them as you scream in agony. (You lost 40% of your health)")
}
]]></speak>
<attr name="attack the dark figure" type="script">
msg ("You nervously turn around and face the man with an axe. Gathering all your courage you start crawling towards him with a plan to attack. Unfortunately, you are in no shape to pose any threat and the man shows no mercy to your foolishness. With a sickening crunch he digs his axe deep into your back. As you lie dying in your own pool of blood, the figure finishes his assault by squashing your skull under his boot.")
finish
</attr>
<beg type="script">
msg ("Against your better judgment you decide to surrender your fate in the hands of a maniac with an axe. Untouched by your pleading gestures, the figure swings his axe diagonally downwards and decapitates you with one swift blow.")
finish
</beg>
<ask type="scriptdictionary" />
</object>
<object name="shadow1">
<inherit name="editor_object" />
<look>Nervously you look at the shadow on the floor. It is holding an axe above his head and it is clear that your time is running out.</look>
<alt type="stringlist">
<value>tall shadow resembling a man with an axe; tall shadow; shadow of a man with an axe; shadow of a man</value>
</alt>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<alias>shadow on the floor</alias>
</object>
<exit alias="down" to="inside the hole">
<inherit name="downdirection" />
<look>The hole is big enough for a person to crawl inside, however you cannot see how deep it is, nor can you discern where it leads.</look>
</exit>
<object name="chained door">
<inherit name="editor_object" />
<usedefaultprefix />
<look>The door is bound by heavy chains and numerous locks. If you want to open the door, first you will have to find the keys that can release the locks. Unfortunately even if you had all the keys on you, it would take some time before you could figure out which key can fit into which lock - time which at the moment you do not have.</look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<pull type="script">
msg ("You grab the chains surrounding the door and pull with your whole strength. The chains remain unscathed by your weak attempt and you immediately realize your mistake. As you turn around in utter dread, the tall man swings his axe towards you. You lift your hands in a futile attempt to protect your face, but the cold steel cuts through them as if they were made from butter. The blow was so strong that it managed to cut you in half.")
finish
</pull>
<push type="script">
msg ("You push at the chained door with your whole strength. The door won't budge by your weak attempt and you immediately realize your mistake. As you turn around in utter dread, the tall man swings his axe towards you. You lift your hands in a futile attempt to protect your face, but the cold steel cuts through them as if they were made from butter. The blow was so strong that it managed to cut you in half.")
finish
</push>
</object>
<object name="hole">
<inherit name="editor_object" />
<look>The hole is big enough for a person to crawl inside, however you cannot see how deep it is, nor can you discern where it leads.</look>
<displayverbs type="stringlist">
<value>Look at</value>
</displayverbs>
<attr name="enter the hole" type="script">
MoveObject (player, inside the hole)
</attr>
</object>
<command name="wait2">
<pattern>wait; do nothing; do not move; lie still</pattern>
<script>
msg ("You close your eyes and hope for a miracle as you lie still on the floor. 'Perhaps it is all a dream', you think to yourself while stubornly refusing to move. Suddenly a sharp pain across your back forces you to open your eyes and you feel warm blood spreading underneath you. You start choking as you desperately gasp for air and before you can make sense of what happened, darkness falls over you.")
finish
</script>
</command>
<command>
<pattern>surrender to dark figure; surrender; surrender to figure; beg; beg for mercy; beg dark figure for mercy; beg figure for mercy; beg the figure for mercy; beg the dark figure for mercy</pattern>
<script>
msg ("Against your better judgment you decide to surrender your fate in the hands of a maniac with an axe. Untouched by your pleading gestures, the figure swings his axe diagonally downwards and decapitates you with one swift blow.")
finish
</script>
</command>
</object>
<object name="inside the hole">
<inherit name="editor_room" />
<descprefix type="string"></descprefix>
<description>Darkness engulfs you upon entering the hole and before you manage to react, you feel gravity forcefully pulling you downwards. You begin falling and you close your eyes in anticipation of a painful landing. Your descent continues for what seems like an eternity and you begin wondering if you shall ever touch the ground again. ‘Is my mind playing games with me?’, you think to yourself as seconds turn into minutes and your free fall continues. Nevertheless you are afraid to open your eyes as if such an action would somehow end the fall and force you to face the reality.</description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<picture type="string"></picture>
<beforeenter type="script">
ClearScreen
</beforeenter>
<enter type="script">
</enter>
<command>
<pattern>open your eyes; open eyes; open my eyes</pattern>
<script>
msg ("You open your eyes.")
MoveObject (player, bedroom)
</script>
</command>
</object>
<verb name="use for leverage">
<pattern>use as leverage; use hallway table to get up; use; try to stand up; stand up; get up</pattern>
<property>hallway table</property>
</verb>
<command name="Help me">
<pattern>shout help; scream help; yell help; shout help me; yell help me; scream help me; help me; scream; shout; yell</pattern>
<script>
msg ("You desperately shout for help, but nobody comes to your aid.")
</script>
</command>
<command name="Examine player">
<pattern>look at health; look at status; examine health; examine status; look at status; look at player; examine player</pattern>
<script><![CDATA[
if (player.health=100) {
msg ("Other then carrying some old scars, you look perfectly fine.")
}
else if (player.health>80) {
msg ("A few cuts and bruises cause you some discomfort, but it is nothing serious.")
}
else if (player.health>60) {
msg ("You have taken serious damage and blood is slowly trickling from your open wounds. The pain you feel is sharp, but endurable.")
}
else if (player.health>30) {
msg ("Your mobility is severly reduced as broken bones and wide open wounds inflict severe pain at your attempts to move.")
}
else if (player.health>0) {
msg ("You are barely alive and you are having a hard time remaining conscious. You should heal yourself as soon as possible.")
}
]]></script>
</command>
<verb name="hide under the hallway table">
<pattern>hide under; crawl under;</pattern>
<property>hallway table1</property>
</verb>
<verb name="attack the dark figure">
<pattern>attack; attack the; hit; hit the; punch; punch the; fight with; defend against; defend against the; kill the; kill; assault; assault the</pattern>
<property>attack the dark figure</property>
</verb>
<verb name="enter the hole">
<pattern>enter; enter the; go into; drop down the; drop down; climb into; use; throw yourself into the; throw yourself into</pattern>
<property>enter the hole</property>
</verb>
<object name="bedroom">
<inherit name="editor_room" />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<descprefix type="string"></descprefix>
<description>You suddenly find yourself in a bedroom.</description>
<picture>The-master-bedroom.png</picture>
<beforeenter type="script">
ClearScreen
stop sound
</beforeenter>
<enter type="script">
play sound ("Ambient horror track.mp3", false, false)
</enter>
</object>
<verb name="beg">
<pattern>beg for mercy</pattern>
<property>beg</property>
</verb>
</asl>