Constant Story "TYRANT"; constant Headline "^An Interactive Fiction^ by: Justin Lado^"; Constant DEBUG; Include "parser"; Include "verblib"; Include "grammar"; ! Bear's State of Health global bear_life = true; Object Start_West_of_Castle "A flat grassland" with description "The castle looms behind you to the east, but is blocked by a moat. A forest towers to the north.", n_to Forest has light; Object Forest "A verdant forest" with description "A forest teeming with life. There is a cave on the west edge, and a giant tree to the east.", w_to Cave, e_to Elf_home, s_to Start_West_of_Castle, has light; Object Elf_home "Elvenhome" with description "A mammoth tree, easily three miles in diameter. You notice what seems to be stairs going up and around it and some hills to the east.", w_to Forest, u_to Throne_room_elves, e_to Plains, has light; Object Throne_room_elves "Elven Throne Room" with description "The elven queen sits upon her throne, and her attendants all look upon you with scorn.", d_to Elf_home, has light; Object Plains "A hilly lea" with description "Hills rise and fall regularly, and sheep graze lazily with no signs of a keeper. There is a town to the south.", s_to Town, w_to Elf_home, has light; Object Town "A lively town" with description "A normally vibrant town, it now seems depressed and dead. The castle bridge looms to the west.", n_to Plains, w_to Castle, has light; Object Castle "A looming castle of stone." with description "Your home once, and it will be again! The throne room is upstairs.", e_to Town, u_to Throne_Room, has light; Object Throne_Room "The throne of the king stands magnificently at the end of the hall." with description "The attendants of the usurper cheer as they see you. Aparently, no one likes Darius but Darius...", d_to Castle, has light; Object Cave "A damp cave" with description "A damp cave that seems to be the home of a bear.", e_to Forest, has light; Object sign "sign" Town has animate with name "sign" "town sign" "Town Sign", description "The sign reads: Town of Regulas"; Class Bear has static with name "bear", description [; if (bear_life == true) "It's big, it's angry, and it's coming right at you."; if (bear_life == false) "It's dead. You notice a collar around the bear's neck."; ], before [; Take: "It's trying to eat you!"; Push,Pull: "You grab the bear by the collar, but it snaps at you and growls..."; Attack: if (bear_life == true) { "Cowering into a ball and accepting your fate seems to be the best way to attack (the best offense is a good defense, after all), the bear rages toward you.^ You wince as you hear the arrows from the castle rip into you... But wait, you don't feel any pain... Opening your eyes, you realize that the bear is dead by the arrows meant for you. The archers have gone inside, thinking you are dead because of how you are sitting. Whew!", score = score + 1, bear_life = false; } if (bear_life == false) "Why would you want to roll around in mud and bear blood?"; ]; Class Arrow with name "Arrow", description [; "A straight arrow with the name 'Darius' engraved on it."; ], after [; Take: score = score + 1; ], has ; Class Staff with name "staff" "shephard staff", description "A shephards staff.", after [; Take: score = score + 1; ], has ; Object Queen "Elven queen" Throne_room_elves with name "queen" "elf queen", description "A regal lady with disdain in her eyes.", has animate; ! Attendants will ignore you no matter what Object Elf_attend "Elven attendants" Throne_room_elves with name "attendants" "elf attendants" "attendant" "elf attendant", description "They look as if they don't like humans...", has animate; Object shephard "Shepherd" Town with name "shepherd", description "He looks confused and lost.", has animate; Arrow used_arrow "arrow" Start_West_of_Castle with name "arrow" "shaft"; Staff shep_staff "staff" Forest with name "staff" "shepherd staff"; Bear brown_bear "brown bear" Start_West_of_Castle with name "brown"; Object collar "collar" Cave with name "necklace" "collar", description "The words 'Elf friend' are inscribed on it." after [; Take: score = score + 1; ], has ; Object Darius "Darius" Throne_Room has animate, with name "usurper" "Usurper" "darius", description "Fear fills his eyes as he sees you alive...", before [; Attack: if (score > 0) { "You assault Darius, fighting for all your worth. He is a good opponent, but justice prevails! As Darius slumps to the ground, the onlookers cheer with delight because the true king has come home!", deadflag = 2; } Look: "You see a sniveling, cowardly usurper."; ]; [ Initialise; location = Start_West_of_Castle; print"^^^After seeing your father the king murdered by the usurper Darius, you have escaped the castle by means of a secret passage that collapses behind you. Darius has put archers on the parapets to slay you from the castle...^^^"; ];