' "Haunted Horror" ' Created with QDK 3.53 - UNREGISTERED VERSION define game asl-version <350> gametype singleplayer start game author game version <2.00 FINAL> game copyright <©2005 Matt Slotnick> game info startscript { msg <|s11Welcome to |bHaunted Horror|xb|s00|n|nThe story so far...|nYou pull up to a scary looking house on a dark and stormy night. You have gotten recent calls about mysterious happenings coming from this house and you were told by your boss to investigate. After all, you are a private eye investigator. So it makes sense to do your job. As you get out of your car, you look around, and something seems strange about this house...|n|nWhat is your name?> enter msg pause <1000> } command if got then { msg msg <|n|n|bSecond Recording|xb|nYear: 1991|nMonth/Day: June 14th|nFamily Name: Jones|nReport: A family consisting of a mother and two sons lived in this house for a year and half. On June 14th, 1991, the family was proved to be dead inside of the house. The reason for why is still unknown, and authorities say that they will probably never know why.> msg <|n|n|bThird Recording|xb|nYear: 2004|nMonth/Day: September 2nd|nFamily Name: Roberts|nReport: A family which only consisted of a widow lived in this house for 2 years. The report made on September 2nd, 2004 was that the widow went inside her house and a strange gas was inside, which eventually killed her. Authorities don't know where the gas came from.> } else msg command if got then { if ( %Notebook% = 0 ) then msg else msg inc } else msg command if got then { msg move } else msg command if here then { msg give if ( %Score% = 0 ) or ( %Score% = 6 ) or ( %Score% = 7 ) or ( %Score% = 13 ) or ( %Score% = 20 ) then inc } else msg command if got then { msg if ( %switch1% = 0 ) then { inc msg } else { dec msg } } else msg command if got then { msg if ( %switch2% = 0 ) then { inc msg if ( %switch2% = 1 ) and ( %switch2% = 1 ) then do } else { dec msg } } else msg command if got then { msg if ( %switch3% = 0 ) then { inc msg if ( %switch2% = 1 ) and ( %switch3% = 1 ) then do } else { dec msg } } else msg error define variable type numeric value <0> display end define define variable type numeric value <0> end define define variable type numeric value <0> end define define variable type numeric value <0> end define define variable type numeric value <0> end define end define define synonyms end define define room prefix look south command { msg create exit north } define object look speak examine article gender end define end define define room north
south east west command if got then { msg inc hide } else msg define object look speak choose examine article gender end define end define define room look indescription north define object look take speak examine article gender end define end define define room indescription east northwest end define define room
look indescription north south up <2nd Floor> end define define room look indescription west northeast end define define room alias look indescription southwest command <2-50-7> { msg move } define object look speak examine article gender end define end define define room look indescription south
command if got then { msg hide } else msg define object look speak examine article gender end define end define define room <2nd Floor> look indescription down
command <1-3-4-8-9-10> { create exit north <2nd Floor; Wide Hallway> msg if ( %Score% = 0 ) or ( %Score% = 7 ) then inc } define object alias look speak examine article gender end define end define define room alias look indescription southeast script if here then msg <> else move define object look take speak examine article gender end define end define define room define object alias look take speak examine article gender end define define object look take speak examine article gender end define define object look take speak examine article gender end define define object look take speak examine article gender end define define object look take speak examine article gender end define define object look take gain set numeric speak examine article gender end define end define define room look indescription north south <2nd Floor> east west end define define room alias look indescription east command if got then msg else { msg give } end define define room alias look indescription west command <35-15> { msg create exit east if ( %Score% = 0 ) or ( %Score% = 6 ) or ( %Score% = 7 ) or ( %Score% = 13 ) or ( %Score% = 18 ) or ( %Score% = 11 ) then inc } end define define room alias look indescription south define object look take speak examine article gender end define end define define room <1st Chamber> look indescription west command if got then { msg create exit north <1st Chamber; 2nd Chamber> } else msg end define define room <2nd Chamber> south <1st Chamber> description { if ( %Score% = 13 ) or ( %Score% = 20 ) or ( %Score% = 14 ) or ( %Score% = 18 ) or ( %Score% = 25 ) then inc msg } command msg command <8-6> { msg create exit west <2nd Chamber; 3rd Chamber> } end define define room <3rd Chamber> alias east <2nd Chamber> description { if ( %Score% = 25 ) or ( %Score% = 29 ) or ( %Score% = 27 ) or ( %Score% = 34 ) then inc msg } command msg command <13> { msg create exit north <3rd Chamber; Staircase> } end define define room north south <3rd Chamber> description { if ( %Score% = 34 ) or ( %Score% = 35 ) or ( %Score% = 39 ) or ( %Score% = 37 ) or ( %Score% = 44 ) then inc msg } end define define room look indescription south command msg command msg command msg command { msg move set numeric } define object look speak examine article gender end define define object look speak examine article gender end define define object look speak examine article gender end define end define define room look indescription west define object take { timeron msg move } article gender end define end define define procedure if ( %switch3% = 1 ) and ( %switch2% = 1 ) then { msg create exit east set numeric } end define define timer interval <13> action if got then { playerwin set numeric timeroff } else { playerlose timeroff } disabled end define define text end define define text You leap out of the house just as it explodes into smitherines. You run to your car to call the police, but you find a small note on your dashboard. It says: "Nice job, you escaped your doom. But not for long!" |bGAME OVER - YOU WIN|xb end define define text The house explodes into smitherines and unfortunatly, you are too close to it! You get hit multiple times by pieces of brick and cement. They knock you unconscious. By the time the police get there, they announce you dead at the scene. Here's a hint: Did something appear when you tried to take the notice? |bGAME OVER - YOU LOSE|xb end define define selection info choice msg <"I am the owner of this land that this house is upon. I am very concerned with the recent reports that have come out of this house. I am concerned that no one will want to live in such a house with all of these killing reports."> choice msg <"Why certainly sir. Most of the reports, which I am sure you have been briefed upon, have consisted of people being killed or have gone missing inside of this house. Most of the reports are very strange and we can not figure out what has happened to these families or what has caused them to be killed. The authorities can not find many clues, and since there were no people here during the time of the killings, it is harder to get critical information."> choice msg <"Well, sir, you are a detective, shouldn't you know that yourself? I guess you could be looking for anything mysterious, or something that really seems out of the ordanary."> end define