c3c86aff-021f-486a-88ad-8057c2a2c61c 1.0 2014 T-Bear false Horror 20 200 player die ("Health reached 0.") Before starting the game, have a look at the help. This help can be shown while playing at any time, simply by typing \"help\".
") showhelp ]]>
^help$|^\?$ An extremely dark room. Nothing to be seen. Office The room is extremely dark. Nothing can be seen in the darkness. The room looks like it once was an office. There is an empty shelf against the wall and a desk against the opposite wall. weak An empty shelf with nothing left on it. Shelf Desk A massive desk made out of stone with drawers made from heavy wood. 3 Pot of oil msg ("You picked up a pot of oil.") player.oil = player.oil + this.oil RemoveObject (this) Note to self 3
Placeholder.
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Note
Big wooden drawers. Strange patterns are carved into the wood. You opened the drawers. You closed the drawers. Drawers Key Small steel key. 3 Pot of oil msg ("You picked up a pot of oil.") player.oil = player.oil + this.oil RemoveObject (this)
Corridor This seems to be the corner of the corridor. There is a door leading to another room. 0 0 Small storage room false A dark room with a wooden shelf against one of the walls and a closet against the inner wall. In the middle of the room there is a table. Table Note to self 2
I will provide you with a lantern, which should be usefull in dark rooms. Use it with care though as you don't want to run out of oil in the dark rooms of this mansion. Trust me.
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Note false 0
You picked up a lantern. false 3 false strong You switched on the lantern. You switched off the lantern. 0) { SetObjectLightstrength (lantern, "strong") ShowRoomDescription } else { msg ("You have no oil left.") } ]]> SetObjectLightstrength (lantern, "") ShowRoomDescription Current oil: " + lantern.oil + ".") ]]>
Shelf There is 3 Pot of oil msg ("You picked up a pot of oil.") player.oil = player.oil + this.oil RemoveObject (this)
false ]]> 2 Corridor 1 You are in a very dark place. You can't see anything of interest. Corridor 0 A small, simple chandelier burning oil lamps hanging from the ceiling. false strong You are in a relatively small square room. The walls are made out of huge stones. There is a door to the south and a window to the north which illuminates the room. A simple table is in one of the corners. A wooden bed is located against the wall. false 1 Hunger Hunger: !/5. insanity Insanity: !/4. disease Disease: ! oil Oil: ! 0 false 10 Your inventory is full. Get rid of some items before taking anything more. 0 self 0 0 0 0 if (player.oil = 0) { msg ("You ran out of oil.") SwitchOff (lantern) } There is a massive wooden door, reinforced by metal. It is a large wooden door, reinforced with steel. Door if (Got(key1)) { UnlockExit (RoomToRoom2_Exit) RemoveObject (key1) msg ("You unlocked the door!") } else { msg ("You need a key to unlock the door.") } There is a snow covered pine forest outside. The sun is high in the sky and not one cloud can be seen. It is a quite old, quite dark window which barely let's through enough light to illuminate the room. strong false msg ("You try to open the window but it doesn't move.") HelperCloseObject (window) It is a simple wooden table. Nothing special about it. It has Table Note to self 1
Welcome to my mansion. You may not remember it but you used to live here. A few things have changed since you last were here. I think you will find that the mansion is slightly... less pleasant than before.
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false You took the note. 0
1 Look at Take Eat Look at Eat Drop You picked up an apple. A delicious looking read apple. 1 eatfood (Apple) It is a big slightly rusty, metal key. You picked up a key. 1 Key
A beautifully crafted bed with complex patterns carved into the wood.
Corridor 1 2 You are standing in an end of a corridor. There is a door to the south. A dark part of the corridor. 0 Door if (Got(key2)) { UnlockExit (corridor3tolevel2) RemoveObject (key2) msg ("You unlocked the door!") } else { msg ("You need a key to unlock the door.") } Room A dark room. A small room. A work bench is against a wall. Work bench false Note to self 4
Have some more oil. You will need it soon enough.]]>
Note
3 Pot of oil msg ("You picked up a pot of oil.") player.oil = player.oil + this.oil RemoveObject (this)
0) { roomCheckDarkness = false } if (ListCount(ScopeInventoryLightsources()) > 0) { roomCheckDarkness = false } } else { roomCheckDarkness = false } game.pov.parent.darklevel = roomCheckDarkness return (roomCheckDarkness) ]]> 5) { die ("You starved to death.") } msg ("Hunger increased by " + Amount) ]]> = 4) { player.Insanity = 4 } msg ("Insanity increased by " + Amount) ]]> if (HasAttribute(fooditem, "nutrition")) { increasefood (fooditem.nutrition) if (HasAttribute(fooditem, "eatdiseaseincrease")) { increasedisease (fooditem.eatdiseaseincrease) msg ("Disease increased by " + fooditem.eatdiseaseincrease) } RemoveObject (fooditem) } else { msg ("You can not eat this item.") } msg (message) msg ("You lost!") finish request (RequestSave, "") player.disease = player.disease + Amount 0) { DecreaseHealth (player.disease) msg ("Health decreased by " + player.disease + " because of disease.") } IncreaseScore (1) decreasedisease (1) msg ("Disease decreased by 1.") ]]> result = ScopeInventory() lightobjects = NewObjectList() foreach (obj, result) { if (GetBoolean(obj, "lightsource") and GetString(obj, "lightstrength") = "strong") { list add (lightobjects, obj) } } return (lightobjects) To read a note or get description of an object use \"look at [object name]\".
To unlock a door when key is available, just use \"unlock [object name]\".
Use \"eat [object name]\" to eat an object.
Use \"take [object name]\" to pick up an object and put it into your inventory.
To walk in a direction use \"go [in/out/east/west/north/south/up/down]\"

You lose if your hunger becomes greater than 5 or health reaches 0%.
Important stats and inventory are shown in the panel to the right.
Press any key to continue...") wait { starttimers } ]]>
DisableTimer (Hunger increase) DisableTimer (Oil decrease) EnableTimer (Hunger increase) EnableTimer (Oil decrease) look at window look north look at table look at note take apple take key unlock door go south go south look at table look at note take lantern look at shelf take pot of oil go north go east switch on lantern 1 false 1 false