I want to end game if player touchs something or when they enter a certain room.Any ideas?
I have a small example here:
"All Hope Abandon" by Onno Brouwer.
The Desolate Plains is a room. "You are at the Desolate Plains. In front of you is the Gate of Hell."
The Vestibule of Hell is a room. "You are at the Vestibule of Hell. Sighs and wails and piercing cries of woe reverberate through the starless air."
The Gate of Hell is a scenery door. "On the summit of the Gate of Hell is inscribed:[paragraph break]Before me there was naught created, save[line break]eternal things, and I eternal last;[line break]all hope abandon, ye that enter here!"
The Gate of Hell is north of the Desolate Plains.
The Gate of Hell is south of the Vestibule of Hell.
After going to the Vestibule of Hell:
produce a room description with going spacing conventions;
end the story finally saying "Without your Guardian, you are doomed to stay in Hell forever."
If you want to end the story immediately without describing the room (the Vestibule of Hell}, you can remove the produce a room description
line.
Documentation on ending the story:
1 Like
Well, why not trying something like:
Lab is a room.
The cursed room is east of Lab.
The cursed item is in Lab.
Report touching the cursed item:
end the story.
Report going to the cursed room:
end the story.
EDIT : code corrected; and Lancelot was faster (and much more accurate)
2 Likes
It is in fact possible to have a rule applying to multiple unrelated actions (but not for the check, carry out, and report rules), e.g. you could also do this:
Touching the cursed item is aiming for a darwin award.
Going to the cursed room is aiming for a darwin award.
After aiming for a darwin award:
end the story.
Here I basically group the actions together as aiming for a darwin award
.
3 Likes
Useful ! And funny.
2 Likes
Thank you all for your replies.
This is bookmark worthy to me. Thank you, Onno!"
Recipe book: 11:6
1 Like
ty, i love this but i am not to bright i get confussed.