dbe3a30c-a4ef-4975-b224-628947f987291.020134playerhelpYou can't do that.north|east|south|west|northeast|northwest|southeast|southwest|out|up|down|n|e|s|w|ne|nw|se|sw|o|u|d)$]]>Room labelled number 2 BlueThe room has blue walls.
list = FormatObjectList("", Large bag, ",", "", true)
if (list = "") {
if (Large bag.isopen) {
msg ("A large bag made of leather. It is currently open and contains nothing.")
}
else {
msg ("A large bag made of leather. It is currently closed.")
}
}
else {
if (Large bag.isopen) {
msg ("A large bag made of leather. It is currently open and contains " + list + ".")
}
else {
msg ("A large bag made of leather. It is currently closed.")
}
}
list = FormatObjectList("", Small bag, ",", "", true)
if (list = "") {
if (Small bag.isopen) {
msg ("A small bag made of leather. It is currently open and contains nothing.")
}
else {
msg ("A small bag made of leather. It is currently closed.")
}
}
else {
if (Small bag.isopen) {
msg ("A small bag made of leather. It is currently open and contains " + list + ".")
}
else {
msg ("A small bag made of leather. It is currently closed.")
}
}
Room labelled number 3 GreenThe room has green walls.The room is too dark to see anything that is not lit.weakweakweakA perfectly round stone.SwitchweakA mildly glowing switch. You can turn it on or off.
set (Lamp1, "lightsource", true)
set (Lamp1, "lightsource", false)
LampstrongfalseRoom labelled number 4 YellowThe room has yellow walls.A pretty dirty shirt.falseRoom labelled number 5 PurpleThe room has purple walls.Room labelled number 6 OrangeThe room has orange walls.The room is too dark to see anything that is not lit.weakA boring old table.A regular lamp. You can take it with you and turn it on as well as off.falsestrong
set (Portable lamp, "lightsource", true)
set (Portable lamp, "lightsource", false)
SwitchA mildly glowing switch. You can turn it on or off.weak
set (Lamp2, "lightsource", true)
set (Lamp2, "lightsource", false)
Lampstrong 0) {
msg (desc)
desc = ""
}
do (exit.to, descriptionfield)
if (game.autodescription_description_newline) {
msg ("")
}
}
else {
desc = AddDescriptionLine(desc, GetRoomDescriptionOfLookDir(exit))
if (game.autodescription_description_newline) {
msg (desc)
desc = ""
}
}
}
}
if (LengthOf(desc) > 0) {
msg (desc)
}
}
else {
if (HasScript(exit.to, descriptionfield)) {
do (exit.to, descriptionfield)
}
else {
fulldesc = GetRoomDescriptionOfLookDir(exit)
if (LengthOf(fulldesc) > 0) {
msg (fulldesc)
}
}
}
]]> 0) {
fulldesc = exit.to.darkroomdescription
}
}
}
else {
if (HasString(exit.to, "description")) {
if (LengthOf(exit.to.description) > 0) {
fulldesc = exit.to.description
}
}
}
if (game.appendobjectdescription) {
foreach (val, ScopeVisibleNotHeld()) {
if (HasString(val, "inroomdescription")) {
if (LengthOf(val.inroomdescription) > 0 and val <> game.pov) {
fulldesc = fulldesc + " " + val.inroomdescription
}
}
}
}
return (Trim(fulldesc))
]]> null) {
if (DictionaryContains(game.pov.commandmetadata, value)) {
result = GetObject(StringDictionaryItem(game.pov.commandmetadata, value))
if (result <> null) {
if (ListContains(ScopeVisible(), result)) {
found = true
return (result)
}
}
}
}
if (not found) {
value = LCase(value)
if (game.pov.currentcommandpattern.name = "lookat") {
result = ResolveNameInternalEdited(variable, value, objtype)
}
else {
result = ResolveNameInternal(variable, value, objtype)
}
if (result <> null) {
return (result)
}
else {
// TO DO: Check this behaviour. We only want to try ignoring prefixes if we have definitely got an unresolved name.
foreach (prefix, game.parserignoreprefixes) {
if (StartsWith(value, prefix + " ")) {
result = ResolveNameInternal(variable, Mid(value, LengthOf(prefix) + 1), objtype)
}
}
if (result = null and LengthOf(variable) = 0 and not GetBoolean(game.pov, "currentcommandmultiobjectpending")) {
UnresolvedCommand (value, game.pov.currentcommandpendingvariable)
}
return (result)
}
}
]]> null) {
foreach (altname, obj.alt) {
CompareNames (LCase(altname), value, obj, fullmatches, partialmatches)
}
}
}
if (game.lastobjects <> null) {
foreach (obj, game.lastobjects) {
CompareNames (LCase(obj.article), value, obj, fullmatches, partialmatches)
CompareNames (LCase(obj.gender), value, obj, fullmatches, partialmatches)
}
}
if (ListCount(fullmatches) = 1) {
return (ListItem(fullmatches, 0))
}
else if (ListCount(fullmatches) = 0 and ListCount(partialmatches) = 1) {
return (ListItem(partialmatches, 0))
}
else if (ListCount(fullmatches) + ListCount(partialmatches) = 0) {
return (null)
}
else {
menu = NewStringDictionary()
GenerateMenuChoices (menu, fullmatches)
GenerateMenuChoices (menu, partialmatches)
if (LengthOf(variable) > 0) {
// single object command, so after showing the menu, add the object to game.pov.currentcommandresolvedelements
game.pov.currentcommandpendingvariable = variable
ShowMenu (DynamicTemplate("DisambiguateMenu", value), menu, true) {
varname = game.pov.currentcommandpendingvariable
game.pov.currentcommandpendingvariable = null
if (result <> null) {
AddToResolvedNames (varname, GetObject(result))
}
}
}
else {
// multi-object command, so after showing the menu, add the object to the list
game.pov.currentcommandmultiobjectpending = true
ShowMenu (DynamicTemplate("DisambiguateMenu", value), menu, true) {
if (result <> null) {
list add (game.pov.currentcommandpendingobjectlist, GetObject(result))
ResolveNextNameListItem
}
}
}
return (null)
}
]]> 0) {
roomCheckDarkness = false
}
}
else {
roomCheckDarkness = false
}
exit.to.darklevel = roomCheckDarkness
return (roomCheckDarkness)
]]>
list = NewObjectList()
foreach (object, AllObjects()) {
if (Contains (exit.to,object) and object.visible = true) {
if (object.parent.container = true and object.parent.isopen = true ) {
if (HasAttribute(object.parent, "transparent ")) {
if (object.parent.transparent = true) {
list add (list, object)
}
}
else {
list add (list, object)
}
}
else if (object.parent.container = false) {
list add (list, object)
}
}
}
result = list
lightobjects = NewObjectList()
foreach (obj, result) {
if (GetBoolean(obj, "lightsource") and GetString(obj, "lightstrength") = lightstrength) {
list add (lightobjects, obj)
}
}
exitslist = NewObjectList()
foreach (exit1, AllExits()) {
if (exit1.parent = exit.to) {
list add (exitslist, exit1)
}
}
exits = exitslist
foreach (obj, exits) {
if (GetBoolean(obj, "lightsource") and GetString(obj, "lightstrength") = lightstrength) {
list add (lightobjects, obj)
}
}
return (lightobjects)