>REMAR SAMPLE ADVENTURE-- COMMAND SECTION. SEE ALSO SAMPLE.IN1 AND SAMPLE.IN2 < >COMND NOTE FOR USERS OF VERSION 3.0: COMMAS, * * COLONS: AND "QUOTES" ARE NOW ALLOWED IN IF COMMENTS! "AINT, THAT: GREAT?" FLAG> 101 50 If more than 50 moves game is lost. DO PRINT IMPORTANT NOTE! Always write down on a 18 list somewhere (or comment in your code) END exactly what purpose you're assigning to < your flags. You'll never remember without it! >COMND S * IF AT 5 FLAG= 2 0 DO GOTO 1 SHOW < >COMND N * IF AT If told to go north from lit energy room 6 then go to central room! DO GOTO 1 SHOW < >COMND N * IF AT 1 FLAG= If energy is not on (fuse fixed) 1 tell them it is dark and leave them 0 in room 1 DO PRINT 15 < >COMND DROP * DO Drop any item anywhere DROP < >COMND N * IF AT 1 If north from center room FLAG= 1 and fuse is in and door closed 1 FLAG= 3 0 DO go to computer room GOTO 5 SHOW < >COMND E * IF AT 1 If east from center room DO go to security room GOTO 4 SHOW < >COMND S * IF AT 1 If go south from central room FLAG= and energy is on go to room 6 3 instead of room 3! 0 FLAG= 1 1 DO GOTO 6 SHOW < >COMND S * IF AT If south from center room 1 go to work room DO GOTO 3 SHOW < >COMND W * IF AT 1 If west from center room DO go to observatory GOTO 2 SHOW < >COMND E * IF AT 2 DO If east from observatory GOTO go to center room 1 SHOW < >COMND N * IF AT 3 If north from work room DO go to center room GOTO 1 SHOW < >COMND W * IF AT 4 DO If west from security room GOTO go to center room 1 SHOW < >COMND SEARCH TELESCOPE IF AT If key doesn't exist yet and 2 telescope is searched tell them NOTEXIST they've found a key and move the 1 key into the room DO GRAPH 2 PRINT 2 OBJ 1 2 < >COMND SEARCH TELESCOPE IF AT If they search the telescope after they've 2 found the key show them stars instead. PRESENT 1 DO PRINT 4 < >COMND OPEN FUSEBOX IF AT If they open a closed fusebox 3 tell them they did so! FLAG= 3 0 DO FLAGSET 3 1 PRINT 5 < >COMND OPEN FUSEBOX IF AT If they try to open an open fusebox 3 tell them they're senile. FLAG= 3 1 DO PRINT 6 < >COMND SEARCH FUSEBOX IF If the fusebox is searched AT and the fusebox is closed 3 and the fusebox hasn't been FLAG= replaced then tell them the 3 fusebox is closed. 0 FLAG= 1 0 DO PRINT 23 < >COMND SEARCH FUSEBOX IF AT If the fusebox is searched 3 after the fuse is replaced FLAG= and if the fusebox is still 1 open tell them the fusebox 1 is open and looking good. FLAG= 3 1 DO PRINT 24 < >COMND SEARCH FUSEBOX IF AT 3 FLAG= 3 1 If they search an open fusebox FLAG= 4 and they haven't seen the blown fuse yet 0 DO PRINT tell them a fuse is blown and 7 FLAGSET 4 set flag for having seen blown fuse. 1 < >COMND SEARCH FUSEBOX IF AT 3 FLAG= If they search the fusebox 3 and it is open 1 FLAG= 4 and they've already seen a fuse is blown 1 DO PRINT tell them so! 8 < >COMND SEARCH FUSEBOX IF If they search the fusebox AT 3 FLAG= and the fusebox is open 3 1 FLAG= 1 and they've fixed the fuse 1 DO PRINT tell them they see an open fusebox. 21 < >COMND OPEN BOXES IF AT 3 FLAG= 1 0 NOTEXIST 3 DO PRINT 31 < >COMND SEARCH BOXES IF AT 3 If they search boxes and a fuse NOTEXIST does not exist tell them they find 3 a fuse and move the fuse into the room. DO PRINT 9 OBJ 3 3 < >COMND SEARCH BOXES IF If they search the boxes but they've AT already picked up the fuse tell 3 them they're looped. EXIST 3 302 DO PRINT 10 < >COMND REPLACE FUSE IF If they replace the fuse AT 3 EXIST and they have the fuse to use 3 302 FLAG= 3 and fusebox is open 1 DO PRINT 3 tell them they've fixed the fuse FLAGSET 1 set the fuse as being replaced 1 OBJ 3 and move the fuse to limbo. 301 < >COMND REPLACE FUSE IF AT If they replace the fuse but the 3 fusebox is closed then tell them FLAG= the fusebox is closed. 3 0 EXIST 3 302 DO PRINT 23 < >COMND REPLACE FUSE If they try to replace a fuse they IF don't own let them know. AT 3 NOTEXIST 3 DO PRINT 22 < >COMND CLOSE FUSEBOX IF AT 3 If they close the fusebox FLAG= and it is open 3 1 FLAG= and fuse hasn't been replaced 1 0 DO FLAGSET 3 shut the fusebox door 0 PRINT and tell them OK you've shut it! 3 < >COMND CLOSE FUSEBOX IF AT 3 If try to close the fusebox FLAG= and the fusebox is open 3 1 FLAG= 1 and the fuse is in place 1 DO PRINT turn the power ON... 11 FLAGSET 3 and close the fusebox 0 GOTO and send them to room 6. 6 < >COMND OPEN SAFE IF AT 4 If they open the safe EXIST 1 and have the key 302 DO PRINT tell them they've done so and 12 OBJ move the disk into the safe. 2 4 < >COMND OPEN SAFE IF AT If they open the safe and 4 NOTEXIST the key doesn't exist 1 DO tell them they need a key. GRAPH 4 PRINT 13 < >COMND GET DISKETTE IF NOTEXIST If they get the disk and it's not around 2 DO tell them they're screwy. PRINT 14 < >COMND INSERT DISKETTE IF AT If they insert the disk 5 FLAG= and the fuse is replaced 1 1 FLAG= and the fusebox door closed 3 0 EXIST 2 and the disk exists 302 DO PRINT Tell them the place is live with energy 16 FLAGSET 2 Set the teleport flag on. 1 < >COMND EXAM COMPUTER If exam computer describe. IF AT 5 DO PRINT 33 < >COMND INVENTORY * List their inventory. DO INVEN < >COMND LOOK * DO Show the current location. SHOW < >COMND END * DO End the game. END < >COMND QUIT * Quit the game. DO QUIT < >COMND S * IF AT 5 FLAG= If they go south and 2 the teleporter is on 1 tell them they win the game. DO CLS GRAPH 5 PRINT 1 END < >COMND HELP * Display the help screen. DO PRINT 19 PRINT 32 < >COMND GET TELESCOPE If they try to get the IF telescope, tell them it's DO too durn heavy! PRINT 28 < >COMND GET BOXES IF AT If they try to get the boxes 3 tell them they rattel. NOTEXIST 3 DO PRINT 27 < >COMND SEARCH DESK IF If they search the desk tell them AT they are wasting their time. 4 DO PRINT 20 < >COMND OPEN DESK IF AT Does the same thing as SEARCH DESK 4 only it works with OPEN DESK instead. DO It's not often this is needed but once PRINT in a while it's the only way to cover 20 all bases! < >COMND SEARCH SAFE IF AT If they search the safe and 4 the diskettes don't exist, tell them NOTEXIST there's a big, heavy safe 2 DO GRAPH 4 PRINT 25 < >COMND SEARCH SAFE IF If they search the safe after AT finding the disk show them the 4 room (which will also display that PRESENT the disk is now present). 2 DO SHOW < >COMND SEARCH BLONDE IF If they search the blonde AT tell them they're a pervert. 2 EXIST 1 302 DO PRINT 29 < >COMND GET BLONDE IF If they get the blonde, kill them. AT 2 DO PRINT 30 END < >COMND SEARCH KEYHOLE IF If they search the keyhole, tell them AT it's dark. 4 DO PRINT 26 < >COMND SAVE * DO Save the game SAVE < >COMND LOAD * DO LOAD Load a previous game < >COMND GET * DO OBJ STANDARD GET FUNCTION 0 302 INVEN < >COMND * * DO PRINT If words OK but illogical 17 tell them about it. < >ENDIN