7ceddfee-9d30-4032-8a24-5a73410758e01.02016div#txtCommandDiv {border:none; font-size:12pt; font-family:Georgia, serif; } input#txtCommand { outline:none; border:none; font-size:16px; margin:0; padding:0; }
]]>17false100AmaranteBlackDarkGreen5050falsefalseblack background.jpgfalse0false1300false05010Xanadu
JS.eval ("getCSSRule('a.cmdlink').style.color='#000000'")
JS.setCommandBarStyle (GetCurrentTextFormat("") + ";border:" + game.defaultbackground)
msg ("You have had the life sucked out of you. Good luck in your next life...")
percent
!%
]]>0Inside a hut]]>false A few young children continue to run in and out of the hut playing some sort of game. Calista is tending to the chickens.")
}
else {
msg ("You are inside a crudely-made hut.
Children are scurrying around, running into and out of the hut, shrieking with delight as they do so. Despite their joy, they are giving you quite a headache. There is a large, colorfully dressed woman working on the other side of the hut. Her back is turned toward you, but she occassionally glances over her shoulder at you and offers a smile.")
}
]]>
ClearScreen
ShowCommandBar
SetFontName ("'Courier New', Courier, monospace")
ladygalgirlShe appears heavy. She also would probably not enjoy being part of your inventory. You leave her alone.
if (GetBoolean(woman, "observed")) {
msg ("Calista is wearing a colorful robe and is currently tending to the chickens. Occassionally, she'll turn in your direction, smile, and nod.")
}
else {
msg ("She is colorfully dressed in a long silky robe. Currently, she facing away from you, busy working on something. You can't tell what she is doing because she makes a better door than a window. She is quiet but not eerily so. From her occassional smile, she seems glad you are here.")
}
Come to think of it, you are pretty thirsty.")
MakeObjectVisible (Calista)
MakeObjectInvisible (woman)
}
}
otherwise {
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Did you enjoy your drink, sir?\" she asks while smiling at you. \"Those there drinks will make you feel better.\"")
}
else {
msg ("She listens and her countenance suggests that she feels pity for you. \"You do not look so good, sir. Would like something to drink? You should really get a drink. I would be happy to make you one.\" She smiles at you and adds, \"Just let me know, sir.")
}
}
]]>
if (GetBoolean(woman, "observed")) {
msg ("So far you've seen her slit the throats of a few chickens, pluck them, and hang them on the line.")
}
else {
msg ("You cringe as you see the woman slit the throat of a live chicken. She hangs it on a thin rope with a few other featherless birds. She moves down the line to another headless chicken and begins plucking. She must be getting ready for a meal.")
SetObjectFlagOn (woman, "observed")
}
if (GetBoolean(woman, "observed")) {
msg ("So far you've seen her slit the throats of a few chickens, pluck them, and hang them on the line.")
}
else {
msg ("You cringe as you see the woman slit the throat of a live chicken. She hangs it on a thin rope with a few other featherless birds. She moves down the line to another headless chicken and begins plucking. She must be getting ready for a meal.")
SetObjectFlagOn (woman, "observed")
}
Calista exits the hut and within a few moments she returns with a brown cup. She walks over to the chickens and grabs a few items, grinds them up and sprinkles them in the cup. She walks towards you and shoves the big drink into your hands. \"Drink up, sir,\" she says with a smile.")
AddToInventory (drink1)
MakeObjectVisible (drink1)
}
]]>
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Ah, you know. Kids will be kids. Chasing, playing. They are having fun, yes.\" Calista smiles and returns to her work.")
}
else {
msg ("You begin to speak but your throat is raw. It feels like you have been eating a diet rich in sand. Calista notices your efforts and says, \"Do you need a drink, sir. I'll be glad to get you one. Just ask.\" She smiles and continues working.")
}
falsekidschildkidAre you some sort of sick pedophile?? Creep. Let the kids play their game and leave them alone.
if (GetBoolean(Xanadu, "quenched")) {
msg ("The children are young - you'd say ranging from five to ten years of age. They are playing some sort of game that you sort of understand as hide-and-seek they are speaking a language that you do not understand. They are loud, but seem to be having a good time.")
}
else {
msg ("The children are young, loud and obnoxious. They are playing some sort of game where evidently 'loudness' is an advantageous quality. Your head is throbbing and you wish they would just shut up so you could think.")
}
The kid notices your expression, quietly shuffles over to you, bops you on the nose with his thumb and whispers, \"Geseende\" in your ear.")
}
else {
msg ("You don't feel like talking right now, especially to a bunch of kids who are loud and obnoxious. Your throat feels as if you have been swallowing glass. You better quench that thirst before doing anything else.")
}
]]>
if (GetBoolean(Xanadu, "quenched")) {
msg ("The children try to ignore your questions and plead quietly with you to remain quiet so you do not give away their location. Must be part of the game...")
}
else {
msg ("The sound of your own voice above the din just adds to your headache. You should get hydrated and perhaps the screaming demons in your head will go away.")
}
if (GetBoolean(Xanadu, "quenched")) {
msg ("The children try to ignore your riveting comments and wave their hands in your direction in a gesture for you to stay quiet and not ruin their game...")
}
else {
msg ("Your voice comes out gravely and manly - definitely not like your own. Before yapping up a storm, perhaps you should quench your thirst?")
}
\"Akhet! Akhet!\" at which point the \"tagger\" races from the hut screaming while the other children laugh and follow.")
SetObjectFlagOn (game1, "watched")
}
else if (GetBoolean(game1, "watched")) {
msg ("The kids are still running around playing a game. It's all nice and quiet until one kids shouts \"Akhet!\" just before getting tagged. Then they all run and scream, chasing the \"tagger\" out of the hut.")
}
else {
msg ("They just look like a bunch of annoying kids who are loud and contributing to your headache. You really need to get rid of this headache so you can focus and figure out what to do next.")
}
]]>watch children; watch game; watch kids; watch kids play game; watch children play game; watch children play; observe children playing; observe children playing game; observe kids; observe kid; watch kid play game; watch child play; observe game; watch; observegameYou cannot take the game they are playing.play\"Akhet! Akhet!\" at which point the \"tagger\" races from the hut screaming while the other children laugh and follow.")
}
else {
msg ("They just look like a bunch of annoying kids who are loud and contributing to your headache. You really need to get rid of this headache so you can focus and figure out what to do next.")
}
]]>ladygalgirlwomanShe appears heavy. She also would probably not enjoy being part of your inventory. You leave her alone.false
if (GetBoolean(woman, "observed")) {
msg ("Calista is wearing a colorful robe and is currently tending to the chickens. Occassionally, she'll turn in your direction, smile, and nod.")
}
else {
msg ("She is colorfully dressed in a long silky robe. Currently, she facing away from you, busy working on something. You can't tell what she is doing because she makes a better door than a window. She is quiet but not eerily so. From her occassional smile, she seems glad you are here.")
}
Come to think of it, you are pretty thirsty.")
}
}
otherwise {
if (GetBoolean(Xanadu, "quenched")) {
msg ("\"Did you enjoy your drink, sir?\" she asks while smiling at you. \"Those there drinks will make you feel better.\"")
}
else {
msg ("She listens and her countenance suggests that she feels pity for you. \"You do not look so good, sir. Would like something to drink? You should really get a drink. I would be happy to make you one.\" She smiles at you and adds, \"Just let me know, sir.")
}
}
]]>
if (GetBoolean(woman, "observed")) {
msg ("So far you've seen her slit the throats of a few chickens, pluck them, and hang them on the line.")
}
else {
msg ("You cringe as you see the woman slit the throat of a live chicken. She hangs it on a thin rope with a few other featherless birds. She moves down the line to another headless chicken and begins plucking. She must be getting ready for a meal.")
SetObjectFlagOn (, "")
}
if (GetBoolean(woman, "observed")) {
msg ("So far you've seen her slit the throats of a few chickens, pluck them, and hang them on the line.")
}
else {
msg ("You cringe as you see the woman slit the throat of a live chicken. She hangs it on a thin rope with a few other featherless birds. She moves down the line to another headless chicken and begins plucking. She must be getting ready for a meal.")
SetObjectFlagOn (woman, "observed")
}
drinkfalseIt has the consistency of a milkshake, is lime green, and has an earthy odor. According to the kind lady in the hut, it works wonders for your mind and body.You keep a hold of it for fear of spilling it.You pick it up.false *Gulp... gulp, gulp, gulp*
It goes down a lot easier than you expected. Almost immediately you begin to feel a little better!
Calista smiles. \"Good, yes?\" She returns her attention to the chickens.")
RemoveObject (drink1)
SetObjectFlagOn (Xanadu, "quenched")
MakeObjectVisible (coconut cup)
]]>falseIt's brown and fuzzy and hard. It looks like a hollowed out half of a coconut only about half the size.You are carrying a small hollow nut... go figure.Your nut finally dropped!ask for drink; ask woman for drink; ask calista for drink; get drink; ask for water; ask for beverage; ask woman for water; ask woman for beverage; ask girl for beverage; ask calista for water; ask calista for beverage; ask calista for drinkcredit; creditswatchwatch"You can't watch " + object.article + "."observeobserve"You can't observe " + object.article + "."
request (ClearScreen, "")
OutputTextNoBr (game.css)
')")
JS.eval ("$('.ui-button').css('background', 'black')")
JS.eval ("$('.ui-button').css('border', '1px blue')")
JS.eval ("$('.ui-button-text').css('color', 'blue')")
JS.eval ("$('.ui-button').mousedown(function() { $(this).css('background-color', 'blue'); } )")
JS.eval ("$('.ui-button-text').mousedown(function() { $(this).css('color', 'black'); } )")
JS.eval ("$('#gameBorder').mouseup(function() { $('.ui-button-text').css('color', 'blue'); } )")
JS.eval ("$('#gameBorder').mouseup(function() { $('.ui-button').css('background-color', 'black'); } )")
JS.eval ("var styleSelecting = $(''); $('html > head').append(styleSelecting)")
JS.eval ("var styleUnselecting = $(''); $('html > head').append(styleUnselecting)")
JS.eval ("var styleSelected = $(''); $('html > head').append(styleSelected)")
JS.eval (" var arrowUrl = 'images/ui-icons_f9bd01_256x240.png'; var styleArrow = $(''); $('html > head').append(styleArrow) ")
JS.eval ("$('#cmdCompassN').css('background', 'black')")
JS.eval ("$('#cmdCompassE').css('background', 'black')")
JS.eval ("$('#cmdCompassS').css('background', 'black')")
JS.eval ("$('#cmdCompassW').css('background', 'black')")
JS.eval ("$('#cmdCompassNW').css('background', 'black')")
JS.eval ("$('#cmdCompassNE').css('background', 'black')")
JS.eval ("$('#cmdCompassSW').css('background', 'black')")
JS.eval ("$('#cmdCompassSE').css('background', 'black')")
JS.eval ("$('#cmdCompassU').css('background', 'black')")
JS.eval ("$('#cmdCompassIn').css('background', 'black')")
JS.eval ("$('#cmdCompassD').css('background', 'black')")
JS.eval ("$('#cmdCompassOut').css('background', 'black')")
JS.eval ("$('#cmdCompassN').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassE').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassW').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassS').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassNW').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassNE').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassSE').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassSW').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassIn').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassOut').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassU').css('border', '2px solid blue')")
JS.eval ("$('#cmdCompassD').css('border', '2px solid blue')")
JS.eval ("$('#compassLabel').css('background', 'black')")
JS.eval ("$('#compassLabel').css('color', 'blue')")
JS.eval ("$('#compassAccordion').css('background', 'black')")
OutputTextNoBr (game.css)
request (SetInterfaceString, "TypeHereLabel=")
if (GetBoolean(game, "inprogress")) {
}
else {
game.inprogress = true
}
]]>
request (Hide, "Command")
request (Show, "Command")