GAME SCRIPTS:
SetObjectFlagOn (Blerk, "blerkclose")
SetObjectFlagOn (Blerk, "scuttles")
SetObjectFlagOn (Protected Video Recorder, "good")
if (game.pov = Blerk) {
if (ListContains(ScopeVisible(), Xanadu)) {
msg ("Oo ug-lee fer-end Xan is here. Oo ike Xan.")
}
}
if (game.pov = Xanadu) {
if (ListContains(ScopeVisible(), Blerk)) {
msg ("Blerk is here.")
}
}
SetObjectFlagOn (Xanadu, "healthy")
SetObjectFlagOn (nearest stall, "readnear1")
SetObjectFlagOn (middle stall, "readmid1")
SetObjectFlagOn (farthest stall, "readfar1")
SetObjectFlagOff (nearest stall, "readnear2")
SetObjectFlagOff (nearest stall, "readnear3")
SetObjectFlagOff (middle stall, "readnear2")
SetObjectFlagOff (middle stall, "readnear3")
SetObjectFlagOff (farthest stall, "readnear2")
SetObjectFlagOff (farthest stall, "readnear3")
SetObjectFlagOn (Blerk, "cautious")
if (GetBoolean(Xanadu, "healthy")) {
DisableTurnScript (sick1)
DisableTurnScript (sick2)
DisableTurnScript (sick3)
DisableTurnScript (sick4)
}
EATING FOOD THAT STARTS TURNSCRIPT "Sick1":
<object name="rotten food">
<inherit name="editor_object" />
<inherit name="edible" />
<inroomdescription>There is rotten food here.</inroomdescription>
<look>Well, you think is is food. It is mushy and all sorts of unattractive shades of green and blue and black. You can't imagine what this would do to the living critter that ate this. You shudder at the thought.</look>
<take />
<takemsg>You scoop up the filthy mess of food. Just what do you plan on doing with that?</takemsg>
<attr name="feature_edible" type="boolean">false</attr>
<eathealth type="int">-10</eathealth>
<eatmsg>Ugh. You really hope this is worth it... You bend a piece of it off. The heat from your hand partially melts the blob you now hold in your hand. You swear you feel it squirm and try not to think about what you are about to do. You put the nastiness to your mouth with one hand and pinch your nose closed with the other. It smells like old cheese and vinegar and feels like a snail. You tilt your head back and drop it in your mouth. You stifle back a vomit and force yourself to swallow. You almost immediately regret it...</eatmsg>
<smell>The stench is awful. You move it away from your nose. Why are you even lugging that nastiness around?</smell>
<eat type="script">
if (not GetBoolean(Xanadu, "healthy")) {
msg ("You already feel like your innards are going to become your 'outards', so why would you want to eat more of this?")
}
else {
msg ("Ugh. You really hope this is worth it... You bend a piece of it off. The heat from your hand partially melts the blob you now hold in your hand. You swear you feel it squirm and try not to think about what you are about to do. You put the nastiness to your mouth with one hand and pinch your nose closed with the other. It smells like old cheese and vinegar and feels like a snail. You tilt your head back and drop it in your mouth. You stifle back a vomit and force yourself to swallow. You almost immediately regret it...")
SetObjectFlagOff (Xanadu, "healthy")
EnableTurnScript (sick1)
}
</eat>
</object>
FARTHEST STALL SCRIPT (the only one involving the turn script):
<object name="farthest stall">
<inherit name="editor_room" />
<description>You are in a restroom stall farthest from the door. The walls are adorned with some clever bathroom quips. There is a toilet here that appears to be in normal condition.</description>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<prefix><![CDATA[<b><u>the</b></u>]]></prefix>
<alias><![CDATA[<b><u>farthest stall</b></u>]]></alias>
<object name="Toilet1">
<inherit name="editor_object" />
<alias>Toilet</alias>
<look>This toilet is relatively clean, filled with a reasonable amount of water, and appears in good working order. There is a tank attached to the bowl. It looks ready for use.</look>
<feature_usegive />
<usedefaultprefix type="boolean">false</usedefaultprefix>
<scenery />
<use type="script"><![CDATA[
if (GetBoolean(Xanadu, "healthy")) {
play sound ("152979__dianser72__piss-on-the-bath.wav", false, false)
msg ("You drop your drawers and pop a squat on the toilet. Yes, you do sit down because your aim is THAT bad. After a moment or two you have emptied your bowels into the bowl and, like a good boy, you wipe and flush. Congratulations...")
}
else {
if (game.pov.parent = farthest stall) {
play sound ("58837__opposit__longfart2.wav", false, false)
msg ("With your knees crossed coupled with your difficulty in standing up straight, you are having a hard time getting your pants down.<br/><br/>Just in the nick of time, you do get your pants opened up and you drop them to the floor...<br/><br/>Before you can sit down, however, the dam breaks and the flood gates open. At first, it just sounds like a high pressure fire hose. Sprinkled in are some odd toots and squeaks as the sulfurous emission continues. At the tail end (no pun intended) of your fecal display, the cacophony of noises erupts into a crescendo of honks, bloots, ka-phroops, slurps, and fizzles. Just when you thought the misery was over, the vomiting begins. The projectile barf flies forth in a fancy array of colors. The explosiveness of it all is enough to make Mt. Pinatubo blush. You hurl, spew, chowdergargle, and blow chunks. You upchuck one last time and wipe your mouth on your sleeve. At least you are feeling a little better now.<br/><br/>You wipe your bleary, wet eyes and take in your surroundings.<br/><br/>---")
SetObjectFlagOn (Xanadu, "healthy")
SetObjectFlagOn (farthest stall, "unclean")
wait {
msg ("Wow. Disgusting. I can't even describe how unclean this stall is. There are colors and smells and textures in here that go beyond rational explanation. Is it possible to hold this much filth in one human stomach? Wait... You don't remember eating anything that was neon green. How did shit get on the ceiling? <br/><br/>Anyway, you sheepishly back out of the stall, sneak quietly from the restroom, and walk quickly and quietly down the hallway. Although you feel sorry for whatever poor soul has to clean this up, you hope it gets done pretty quickly. Ick...")
MoveObject (rotten food, Item Warehouse 1)
IncreaseScore (10)
MoveObject (Xanadu, Long Hallway)
UnlockExit (JCLock)
}
}
}
]]></use>
</object>
SICK TURN SCRIPTS:
<turnscript name="sick1">
<script>
if (not GetBoolean(Xanadu, "healthy")) {
EnableTurnScript (sick2)
EnableTurnScript (sick3)
EnableTurnScript (sick4)
SetTurnTimeout (2) {
msg ("Your mouth, tongue, and throat have this odd, tingling sensation.")
}
DisableTurnScript (sick1)
}
else {
if (GetBoolean(farthest stall, "unclean")) {
DisableTurnScript (sick1)
DisableTurnScript (sick2)
DisableTurnScript (sick3)
DisableTurnScript (sick4)
}
}
</script>
</turnscript>
<turnscript name="sick2">
<script>
if (not GetBoolean(Xanadu, "healthy")) {
SetTurnTimeout (5) {
msg ("Aside from the tingly sensation in your mouth and throat, it now feels like little, drunk gymnasts are doing flips and twists in your gut. In doing so, those little gymnasts are somehow also playing an odd assortment of instruments that make some of the strangest gurgling, burbling, and sloshing sounds you have ever heard. Perhaps you should find your way to a restroom?")
}
DisableTurnScript (sick2)
}
else {
if (GetBoolean(farthest stall, "unclean")) {
DisableTurnScript (sick1)
DisableTurnScript (sick2)
DisableTurnScript (sick3)
DisableTurnScript (sick4)
}
}
</script>
</turnscript>
<turnscript name="sick3">
<script><![CDATA[
if (not GetBoolean(Xanadu, "healthy")) {
SetTurnTimeout (8) {
msg ("<i>'Oh, Dear Eight Pound, Six Ounce, Newborn Baby Jesus, in your golden, fleece diapers...'</i> you mutter as you begin your prayers. The twirling in your stomach has escalated to an all out riot. Whatever is in there, is fighting violently to get out. Your esophageal and anal sphincters are now on all out 'pucker mode'. Sweat has beaded on your brow. It is a cold and unwelcome sweat. You really, really, really need to find a restroom.")
}
DisableTurnScript (sick3)
}
else {
if (GetBoolean(farthest stall, "unclean")) {
DisableTurnScript (sick1)
DisableTurnScript (sick2)
DisableTurnScript (sick3)
DisableTurnScript (sick4)
}
}
]]></script>
</turnscript>
<turnscript name="sick4">
<script><![CDATA[
if (not GetBoolean(Xanadu, "healthy")) {
DisableTurnScript (sick4)
SetTurnTimeout (12) {
if (game.pov.parent = farthest stall) {
play sound ("58837__opposit__longfart2.wav", false, false)
msg ("With your knees crossed coupled with your difficulty in standing up straight, you are having a hard time getting your pants down.<br/><br/>Just in the nick of time, you do get your pants opened up and you drop them to the floor...<br/><br/>Before you can sit down, however, the dam breaks and the flood gates open. At first, it just sounds like a high pressure fire hose. Sprinkled in are some odd toots and squeaks as the sulfurous emission continues. At the tail end (no pun intended) of your fecal display, the cacophony of noises erupts into a crescendo of honks, bloots, ka-phroops, slurps, and fizzles. Just when you thought the misery was over, the vomiting begins. The projectile barf flies forth in a fancy array of colors. The explosiveness of it all is enough to make Mt. Pinatubo blush. You hurl, spew, chowdergargle, and blow chunks. You upchuck one last time and wipe your mouth on your sleeve. At least you are feeling a little better now.<br/><br/>You wipe your bleary, wet eyes and take in your surroundings.<br/>---")
wait {
msg ("Wow. Disgusting. I can't even describe how unclean this stall is. There are colors and smells and textures in here that go beyond rational explanation. Is it possible to hold this much filth in one human stomach? Wait... You don't remember eating anything that was neon green. How did shit get on the ceiling? <br/><br/>Anyway, you sheepishly back out of the stall, sneak quietly from the restroom, and walk quickly and quietly down the hallway. Although you feel sorry for whatever poor soul has to clean this up, you hope it gets done pretty quickly. Ick...<br/>---")
MoveObject (rotten food, Item Warehouse 1)
IncreaseScore (10)
MoveObject (Xanadu, Long Hallway)
UnlockExit (JCLock)
SetObjectFlagOn (Xanadu, "healthy")
DisableTurnScript (sick1)
DisableTurnScript (sick2)
DisableTurnScript (sick3)
DisableTurnScript (sick4)
SetObjectFlagOn (farthest stall, "unclean")
}
}
else if (not game.pov.parent = farthest stall) {
play sound ("202527__peridactyloptrix__farts-loud-and-obnoxious-x5.wav", false, false)
msg ("---<br/>You can no longer swallow your bathroom pride...<br/><br/>You drop your pants immediately where you stand. Before they hit the floor, the eruptions begin. There is so much leaving your body (from both ends), you quickly dehydrate and become disoriented. You stumble around, slipping in wet puddles. You remember dancing lights and spinning rooms. You stumble into a cold room and pass out...<br/>---<br/>")
MoveObject (Xanadu, Prison Cell)
DecreaseHealth (10)
SetObjectFlagOn (Xanadu, "healthy")
}
}
}
]]></script>
</turnscript>
ROOM THAT IS UNLOCKED AFTER SETTING "UNCLEAN FLAG" ON FAR STALL:
<object name="Corner Hallway3">
<inherit name="editor_room" />
<description>This section of the hallway joins the east-west running hallway with a north-south hallway. There is an older looking door to your north. Above the door is a sign.</description>
<alias><![CDATA[<b><u>Corner Hallway</b></u>]]></alias>
<exit alias="northwest" to="Corner Hallway2">
<inherit name="northwestdirection" />
</exit>
<exit alias="east" to="Long Hallway1">
<inherit name="eastdirection" />
</exit>
<exit name="JCLock" alias="north" to="Janitorial Closet">
<inherit name="northdirection" />
<locked />
<lockmessage>This is the only door you have seen so far that looks like a normal locked door. There is no fob keypad here, just a doorknob with a place for a key in the middle. It sounds like someone is on the other side of the door. You probably should leave it alone for now.</lockmessage>
</exit>
<object name="sign7">
<inherit name="editor_object" />
<look>It's a sign. You should read it.</look>
<takemsg>No need to take the sign. Just read it.</takemsg>
<alias>sign</alias>
<read type="script">
msg ("The sign is handwritten and fixed above the door.")
picture ("janitors sign.jpg")
</read>
</object>
<object name="older door">
<inherit name="editor_object" />
<feature_usegive />
<look type="script">
if (not GetBoolean(farthest stall, "unclean")) {
msg ("This older looking door is shut and locked. There is a doorknob with a keyhole in it and a small window in the middle of the door.")
}
else {
msg ("The door is slightly ajar. Whoever was in here moments ago, must have been failed to shut the door completely is their haste to leave.")
}
</look>
<useon type="scriptdictionary">
<item key="key fob E"><![CDATA[
msg ("You're not sure what to expect, but you wave an <i>electronic fob</i> in front of a <i>non-electronic</i> locked door knob. As expected (or not...), nothing spectacular happens. Looks like you'll need a good old fashioned key to get in here?")
]]></item>
</useon>
</object>
<command name="look through window">
<pattern>look through window; look into window</pattern>
<script>
if (GetBoolean(farthest stall, "unclean")) {
msg ("You look through the window into a dark room filled with cleaning supplies. It doesn't appear that anyone is in this room right now.")
}
else {
msg ("You peek through the window into a dark room. It's hard to see much, but it looks to be a room filled with an assortment of cleaning supplies. You also see a man currently turned away from you tending to the shelves on the opposite wall. He appears to be enjoying his job as he is wearing big headphones and bee-bopping to whatever music is issuing from them.")
}
</script>
</command>
<object name="small window">
<inherit name="editor_object" />
<visible />
<look>Just a small window. Try looking through it?</look>
<scenery />
</object>
<command name="knock on door">
<pattern>knock; knock on door; knock on older door</pattern>
<script>
if (GetBoolean(farthest stall, "unclean")) {
msg ("You knock on the door, but no one is in the room to hear your knock.")
}
else {
msg ("He's a janitor, right? Even if he is a Dingo, how tough can he be? You steel yourself and knock on the door. There is no response. You knock louder. Hmmm... Nothing. He's probably got his headphones cranked up so loud that he can't even hear you knocking. No worries though. Probably not worth getting his attention anyway.")
}
Thanks for your help. Again - you all are awesome!
XanMag