! The Adventures of Bobo the Monkey ! by Pat Handy ! All rights given away ! Version 1 !*******************************Constants************************************** Constant Story "^^^~THE ADVENTURES OF BOBO THE MONKEY~"; Constant Headline "^A story ^by Pat Handy^"; Constant DEBUG; Constant MAX_SCORE = 100; !*** Object states Constant SLEEP_STATE = 0; !Gorilla is in a sleeping state Constant ROLLED_STATE = 1; !Gorilla has rolled over Constant AWAKE_STATE = 2; !Gorilla is awake Constant SWING_STATE = 3; !Orangutan is on swing Constant STUCK_STATE = 4; !Orangutan is stuck in crate Constant SLIP_STATE = 5; !Zoo Keeper may slip Constant KNOCKEDOUT_STATE = 6; !Zoo Keeper is knocked out !********************************Includes************************************* Include "parser"; Include "verblib"; Include "grammar"; !*******************************Dictionary*********************************** [ SpankSub; if (noun == player) "Hasn't anyone ever told you not to spank your monkey!"; if (second ~= Bamboo_Stick) "You can't spank with that."; "Bad Monkey, you can't go around spanking everything!"; ]; Verb "spank" * noun "with" noun -> Spank; [ PokeSub; "You poke to no avail."; ]; verb "Poke" * noun "with" noun-> Poke; [ ReachSub; "You are unable to reach it."; ]; verb "reach" * noun ->Reach * noun "for" -> Reach; [ TalkSub; "It doesn't talk back."; ]; verb "talk" * "to" noun -> Talk; !**********************************Start of game****************************** !Begining of Game [ Initialise; location = Gorilla_Room; print "^^^^^Your ~Bobo the monkey and it’s a beautiful day in the Gorilla room at the Detroit Zoo. ^There’s only one problem… You are not a gorilla, you’re a monkey remember? ^A chimp to be exact, but some idiot zoo keeper has mistaken you for a baby gorilla. ^You need to find a way home to the Chimpanzee-room. ...^^"; ]; !****************************** Locations *********************************** !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !===========================Gorilla_Room======================================== !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !object name: Gorilla_Room !Location: starting point !contents: Bamboo Stick, Gorilla, Tree, Glass Wall !visiable: Bamboo Stick, Gorilla !possible movement: Up to TreeTop !odd functions: opening story, Test that gorilla is awake before climbing tree !------------------------------------------------------------------------------- !---Description of the Gorilla Room Object Gorilla_Room "Gorilla Room" has light with name "Huge Gorilla Room", description "^You find yourself in the Gorilla Room at the Detroit Zoo. ^Have you ever heard the expresion about the 300 lbs gorilla in the room. ^Well now you know what they meant because there is litterally a 300 lbs gorilla in the room. ^There is also a giant tree in the middle of the room and to the south there is a glass wall.", !--------Try to climb up the tree------------------- !up to tree top u_to[; if (Large_Gorilla.state == AWAKE_STATE) { "^You figure it might be time for you to make your exit, having woken up a giant gorilla by spanking it and all.^", PlayerTo(Tree_Top); ; } else "The giant gorilla is sleeping in front of the tree. ^He is blocking a spot where the footing looks best."; ]; !---End of Gorilla Room !***************************** Objects in Gorilla room ******************************* !---Bamboo Stick starts in the Gorilla room Object Bamboo_stick "small stick" Gorilla_Room has supporter with name "stick" "twig" "bamboo", initial "There is a small bamboo stick on the floor.", description "It is a small piece of bamboo, a favorite meal for gorillas. ^You find yourslelf thinking -'Gee, I would hate to be spanked with this!'"; !---End of Bamboo Stick !---Gorilla in Gorilla room Object Large_Gorilla "large gorilla" Gorilla_Room has static supporter with name "gorilla", state SLEEP_STATE, initial [; if (Large_Gorilla.state == AWAKE_STATE) "Gorilla is awake."; if (Large_Gorilla.state == SLEEP_STATE) "There is a large Gorilla sleeping against a tree."; ], description [; if (Large_Gorilla.state == AWAKE_STATE) "Gorilla is awake."; if (Large_Gorilla.state == SLEEP_STATE) "GORILLA IS SLEEPING."; "DUNNO."; ], before [; Take: if (Large_Gorilla.state == AWAKE_STATE) "Try to pickup a 300 lbs gorilla? Man, I never said monkey's were smart."; if (Large_Gorilla.state == SLEEP_STATE) "Try to pickup a 300 lbs gorilla? Man, I never said monkey's were smart. ^The gorilla grumbles, but continues sleeping."; Push,Pull: if (Large_Gorilla.state == AWAKE_STATE) "The gorilla is allready angry from being woken up."; if (Large_Gorilla.state == SLEEP_STATE) { Large_Gorilla.state = ROLLED_STATE; "Wake up a 300 lbs gorilla? I hope you know what your doing. ^Try as you might the gorilla doesn't notice your efforts and continues sleeping. ^You have managed to roll the gorilla over slightly, exposing it's dairiar. ^Maybe there is a different way to wake the Gorilla up."; } if (Large_Gorilla.state == ROLLED_STATE) { Large_Gorilla.state = SLEEP_STATE; "You politely roll the Gorilla back over. ^Maybe you do have manners after all."; } Spank, Poke: if (Large_Gorilla.state == AWAKE_STATE) "You spank the 300lbs gorilla that is still angry at you. ^Fuming the gorilla goes into a rage and beats the pulp out of you. ^You hear your mothers voice in the back of your mind - ^~How many times have I told you not to spank a 300 lbs Gorilla?~"; if (Large_Gorilla.state == SLEEP_STATE) "The gorilla's hair absorbs the blow and he continues sleeping. If only he had a soft spot."; if (Large_Gorilla.state == ROLLED_STATE) { if(second == Bamboo_Stick) { move Bamboo_Stick to player; ! Wake up the Gorilla Large_Gorilla.state = AWAKE_STATE; "^Hasn't anyone ever told you not to spank your monkey? ^What's that? Oh yeah, it's a gorilla. Well in that case, I guess I'll allow it. ^You wind up and spank the giant gorilla right on the buttocks. ^The gorilla wakes with a giant roar. ^As birds fly away from the tree, you whistle quitely to yourself, ^while trying to nonchalenle hide the bamboo stick behind your back."; } } ]; !---End of Large Gorilla !---Tree in Gorilla Room Object Tree "Tree" Gorilla_Room has concealed supporter static with name "tree", description "It is a large tree. It looks perfect for monkey climbing.", before [; Enter,Climb: if (Large_Gorilla.state == SLEEP_STATE || Large_Gorilla.state == ROLLED_STATE) "^The massive Gorilla sleeping in front of the tree ^is blocking your way."; else { "^You figure it might be time for you to make your exit, having woken up a giant gorilla by spanking it and all.^", PlayerTo(Tree_Top); } ]; !---End of Gorilla Room !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !===========================Tree_Top======================================== !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !object name: Tree_Top !Location: Top of the tree !contents: Vine !visiable: Vine !possible movement: Down to Gorilla room, South to Orangatang room !odd functions: None !------------------------------------------------------------------------------- !---Description of the Tree Top Object Tree_Top "Tree Top" has light with name "Tree Top", description "You have successfully climbed to the top of a huge tree. ^Below, you can see an angry gorilla pacing around and rubbing his hind quarters. ^A branch extends to the south and goes over the wall to what looks like another room.", !Down to the Gorilla Room d_to Gorilla_Room, s_to Branch_Top; !---End of Tree_Top !****************************Objects in Tree_Top******************************** !---Vine starts in the Tree Top Object vine "Vine" Tree_Top has supporter with name "vine" "rope", initial[; if (self hasnt general) "There is a vine attached to the tree."; else "There is a coil of vine here."; ], description "It is a long piece of vine, It looks sturdy.'", before [; tie: if(second == branch) { move vine to branch; "You tie the vine to the branch. It dangles to the grass floor below."; } ], after [; take: if(self hasnt general) give self general; ]; !---End of Vine !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !===========================Branch_Top======================================== !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !object name: Branch_Top !Location: Top of the tree !contents: None !visiable: None !possible movement: Down to Orangutan room, North to Tree Top !odd functions: Test to make sure vine is tied to the tree before climbing down !------------------------------------------------------------------------------- !---Description of the Tree Top Object Branch_Top "Branch Top" has light with name "Branch Top", description "You are perched ontop of a sturdy branch to the North you can see a great tree. ^40 Feet below, you can see an orangutan playing on a tire swing attached to a smaller tree.", !Down to the Orangutan_Room d_to[; if(vine in branch) { "^You nimbly climb down the vine.", PlayerTo(Orangutan_Room); } else "What do you have a deathwish? That's a 40 foot drop to the floor."; ], n_to Tree_Top; !---End of Branch_Top !****************************Objects in Branch_Top******************************** !---Branch in Branch_Top Object Branch "Branch" Branch_Top has concealed supporter static with name "Branch" "Tree", description "It looks like a rather sturdy branch."; !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !===========================Orangutan_Room======================================== !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !object name: Orangutan_Room !Location: Top of the tree !contents: Vine, Tire, Swing, Small Tree, Orangutan, Crate, hole !visiable: Vine, Button, Slot !possible movement: Up to the Branch top !odd functions: You must be swinging to reach the roof top !------------------------------------------------------------------------------- !---Description of the Oranguatan Room Top Object Orangutan_Room "Orangutan Room" has light with name "Orangutan Room", description "You are in a giant room with a grass floor. ^Direclty above you is a huge branch. ^In the room is an Orangutan swinging on a tire swing. ^In the middle of the room is a giant crate. ^The room has 3 stone walls and one glass wall. ^On the north wall is a shiny red button. ^Below the button is a small slot.", after [; drop: if (noun == banana && Orangutan.State == SWING_STATE) { remove banana; "The Orangutan runs over and grabs the banana. ^~Your not gonna eat that are ye mate?~ ^Before you can blink he is back on the swing again."; } ], !Up to the Branch_Top u_to Branch_Top; !---End of Orangutan_Room !****************************Objects in Orangutan_Room******************************** !---Vine in Orangutan Room Object Hanging_Vine "Vine" Orangutan_Room has concealed supporter static with name "vine", description "It is a large vine dangling from a branch above.", before [; take: "The vine is securely tied to the branch. ^For a monkey you tie one heck of a knot."; ]; !--end of Vine !---Button in Orangutan Room Object Button "Button" Orangutan_Room has concealed supporter static with name "Button", description "It is a small red button.", before [; push: !prevent you from getting two bananas or moving the banana from your inventory if(banana in Orangutan_Room || banana in Player) { "^You hear a small ring. ^Then a grumble from someone inside then the sound of someone stomping up stairs. ^Finally you hear a voice ~Hey little buddy you allready have a banana!~"; } else { if (Zoo_Keeper.state == SLIP_STATE) { Zoo_Keeper.state = KNOCKEDOUT_STATE; "^You hear a small ring. ^Then a grumble from someone in the other room then... Ahhhhhhhhhh. ^the sound of someone falling down stairs. You hear a thud. I don't think your going to get your banana this time."; } else { if (Zoo_Keeper.state == KNOCKEDOUT_STATE) { "^You hear a small ring, then silence.";} else { move banana to Orangutan_Room; print"^You hear a small ring. ^Then a grumble from someone in the other room ^then the sound of someone stomping up stairs. ^You hear ~Hear ya go little fellow~ from a voice on the otherside of the wall. ^Finnally a banana slides out of the slot and onto the floor."; } } } ]; !--end of Button !---Slot in Orangutan Room Object Slot "Slot" Orangutan_Room has concealed supporter static with name "Slot", description "You can barely make out a room full of banana's through the small slot.", before [; reach: "The bananna's are just out of reach."; ]; !--end of Slot !---Crate in Orangutan Room Object Crate "Crate" Orangutan_Room has concealed supporter static container open with name "Crate", description "There is a big crate on the grass floor. ^It was placed here so the Orangutan would have something to play on. ^There is a small hole in the top of the crate.", before [; Reach: "You reach into the crate, expecting to get bit by something... ^but the crate is empty inside."; Enter, Climb: "You can't fit through the small hole, duh."; Receive: if(noun == banana) { Orangutan.state = STUCK_STATE; remove banana; "~Your not gonna waist that are ya, mate?~ ^The Orangutan stops swinging hops down and reaches his hand in the crate to grab the banana. ^The Orangutan is unable to remove his hand from the crate while ^clutching the banana. He is Stuck!"; } ]; !--end of Crate !---Hole in Crate Object Crate_Hole "Hole" Crate has concealed supporter static container open with name "Hole", description "You can't see anything inside the hole. ^The hole is just big enough for your hand to slide through.", before [; reach: "You reach into the crate, expecting to get bit by something... ^but the crate is empty inside."; Climb, Enter: "You climb ontop the crate, but decide it's not much fun and jump down."; Receive: if(noun == banana) { Orangutan.state = STUCK_STATE; remove banana; "~Your not gonna waist that are ya, mate?~ The Orangutan hops off the swing and reaches into the crate to grab the banana. His hand slides into the crate but he can not remove his hand from the crate while clutching the banana. The Orangutan is stuck."; } ]; !--end of Crate !---Banana must push button to get a banana Object Banana "Banana" has supporter with name "Banana" "Bannana", initial "There is a small banana on the floor.", description "It is a small banana, a favorite meal of all primates. ^~Mmmmmmmm, banana.~", before [; eat: remove Banana; move Banana_peel to Player; "You peel the banana and eat it. ^Mmmmmm, That tasted great. You decide to keep the banana peel because it may be useful later."; ]; !---End of Banana !---Banana peel starts no where Object Banana_peel "Banana peel" has supporter with name "banana peel" "peel", initial "There is a small banana peel on the floor, I hope no one slips on it.", description "It is a small slippery banana peel left from your favorite meal."; !---End of Banana !---Small Tree in Orangutan Room Object Small_Tree "Small Tree" Orangutan_Room has concealed supporter static with name "small tree" "tree", description "This is a very small tree. It only has one branch with a tire swing hanging from it.", before [; Enter,Climb: "This tree is much too slippery to climb."; ]; !---End of Small Tree !---Orangutan in Orangutan room Object Orangutan "Orangutan" Orangutan_Room has static supporter animate with name "orangutan" "orang", state SWING_STATE, initial [; if (Orangutan.state == SWING_STATE) "An Orangutan is gleefully swinging on a tire swing."; if (Orangutan.state == STUCK_STATE) "There is an Orangutan here with his hand stuck in a crate."; ], description [; if (Orangutan.state == SWING_STATE) "The Orangutan is having a blast swinging on the tire swing. You notice that his feet almost reach the rooftop above at the pinacle of his swing!"; if (Orangutan.state == STUCK_STATE) "Poor Orangutan got his hand stuck in a crate. ^~I wonder how he did that.~ You wonder aloud."; ], before [; Talk: if (Orangutan.state == SWING_STATE) "~Elo Mate, This here swing is bettern jug full a piss, aye.~"; if (Orangutan.state == STUCK_STATE) "~Oye, I seemed to get me hand stuck in this crate, but I aint lettin ^go of this ere banana. No way mate. Youll eat it for sure.~ ^Well, I never did say that monkeys were smart."; Push,Pull: if (Orangutan.state == SWING_STATE) "The Orangutan hollars with joy as you push him higher on the swing. ^You notice the Orangutans feet are almost touching the wall to the north as he swings."; if (Orangutan.state == STUCK_STATE) "Try as you might you just cannot free the orangutan. ^~Tell me mum I loves her aye.~"; ], life [; give: if(noun == banana) { remove banana; "~Oye, thanks for the nanner gov.~ ^You find it strange that an Aussie would use the word ^govenor, but not as strange as a talking Orangutan so ^you don't pay it a second thought. ^The orangutan divours the banana and leaves a peel on the floor."; } ThrowAt: if(noun == banana) { remove banana; move banana_peel to Orangutan_Room; "You throw the banana at the Orangutan, but he catches it with ease. ^~Thanks for the nanner mate, I owe ya one.~ ^The Aussie Orangutan eats the banana and throws the peel at you."; } ]; !---End of Large Orangutan !---Tire Swing in Orangutan Room Object Tire_Swing "Tire Swing" Orangutan_Room has concealed supporter static enterable with name "tire" "swing", state STUCK_STATE, description "This is a very simple tire swing. A rope suspended from a tree is tied to a tire.", before [; Enter,Climb: if (Orangutan.state == SWING_STATE) "The Orangutan is currently using the swing. ^~Oye, bugger off you, I'm swinging.~"; Swing: self.state = SWING_STATE; "^You begin swinging in the tire swing. ^You can now see the roof of a building to the north. ^Your feat nearly touch the roof at the pinacle of your swing."; ]; !---End of Tire Swing !---Roof in Orangutan Room Object Roof "Roof" Orangutan_Room has concealed supporter static enterable with name "Roof" "rooftop", description "It looks like a typical zoo Roof.", before [; Enter,Climb, Reach: if (player in Tire_Swing && Tire_Swing.state == SWING_STATE) { "^^KOWABUNGA! You launch from the swing and easily catapult onto the rooftop.^^", PlayerTo(Roof_Top); } ]; !---End of Roof !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !===========================Roof_Top======================================== !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !object name: Roof_Top !Location: Top of the Roof !contents: Grate, Air Duct, Zoo Keeper, Bananas !visiable: None !possible movement: East to Orangutan room, Down to the banana room !odd functions: Test to make sure vine is tied to the tree before climbing down !------------------------------------------------------------------------------- !---Description of the Roof Top Object Roof_Top "Roof Top" has light with name "Roof Top", Description "^You are ontop of a Roof in the Detroit Zoo. There is a small grate and an air vent ontop of the roof. To the east you can see a tire swing and a frustrated Orangutan. You may be able to safely jump into a pile of hay in this room without being hurt.", after [; drop: if(noun == banana_peel) { move banana_peel to Storage_Room; if(Zoo_Keeper.state == AWAKE_STATE) Zoo_Keeper.state = SLIP_STATE; "The peel slips through the grate and lands on the steps. Uh oh. That looks dangerous."; } ], !East to the Orangutan_Room e_to[; "^You drop safely down into the pile of hay.", PlayerTo(Orangutan_Room); ], !Down Airduct to Banana Storage room d_to[; if (Zoo_Keeper.state == KNOCKEDOUT_STATE) { "^You climb down the grating and land softly in the pile of bananas.", PlayerTo(Storage_Room); ; } else "Didn't you notice the Zoo Keeper through the grating? That's the same one that thought you were a baby Gorilla. ^You better take care of him first, before you go sliding down any air ducts."; ]; !---End of Roof_Top !****************************Objects in Roof_Top******************************** !---Roof in Roof_Top Object Rooffloor "Roof Top" Roof_Top has concealed supporter static with name "Roof" "Roof floor", description "It looks like a rather sturdy Roof."; !---Grate in Roof_Top Object Grate "Grate" Roof_Top has concealed supporter static with name "Grate" "grating", description[; if (Zoo_Keeper.state == AWAKE_STATE || Zoo_Keeper.state == SLIP_STATE) "Looking into the grating you can see the room below. ^Directly below you are some treachorous steps leading to a pile of bananas at the bottom of the stairs. At the top of the stairs is a Zoo Keeper watching tv. ~So that's who is getting the bananas for you.~ ~Mmmmmm Bananas.~"; if (Zoo_Keeper.state == KNOCKEDOUT_STATE) "Looking into the grating you can see the room below. You can see a Zoo Keeper lying upside down in a pile of bananas."; ]; !---Zoo_Keeper in Roof_Top Object Zoo_Keeper "Zoo_Keeper" Roof_Top has concealed static supporter animate with name "Zoo" "Keeper", state AWAKE_STATE, description [; if (Zoo_Keeper.state == AWAKE_STATE || Zoo_Keeper.state == SLIP_STATE) "The Zoo_Keeper is busy watching TV."; if (Zoo_Keeper.state == KNOCKEDOUT_STATE) "The poor Zoo Keeper is knocked out cold. ^~Humans really should be more carefull!~ you think to yourself."; ], before [; Talk: if (Zoo_Keeper.state == AWAKE_STATE || Zoo_Keeper.state == SLIP_STATE) "~Not now I'm watching Springer.~"; if (Zoo_Keeper.state == KNOCKEDOUT_STATE) "He is in no condition to speek."; ], life [; give: if(noun == banana_peel) { move banana_peel to Storage_Room; if(Zoo_Keeper.state == AWAKE_STATE) Zoo_Keeper.state = SLIP_STATE; "The peel slips out of your hand and lands on the steps. Uh oh. You better warn the zoo keeper about this the next ^time he gets a banana."; } ThrowAt: if(noun == banana_peel) { remove banana; if(Zoo_Keeper.state == AWAKE_STATE) Zoo_Keeper.state = SLIP_STATE; move banana_peel to Storage_Room; "You throw the banana at the Zoo_Keeper, but it lands at the top of the treachorous stairs. ^Hmmm, this doesn't bode good for the zoo keeper."; } ]; !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !===========================Storage_Room======================================== !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !object name: Storage_Room !Location: Storage Room !contents: Banana Pile, TV, Zoo Keeper, labcoat, sunglasses, Hat !visiable: None !possible movement: West to Zoo !odd functions: Test to make sure you are disguissed as a human before leaving !------------------------------------------------------------------------------- !---Description of the Storage Room Object Storage_Room "Storage Room" has light with name "Storage Room", Initial "^You are inside a banana storage room.", Description "^You are inside a banana storage room. At the bottom of some short steps is a pile of bananas. A zoo keeper is laying upside down in the pile of bananas. In the room above you can see a TV sitting ontop of a table. There is a comfortable chair near the TV. To the West is a door marked Exit.", !West to the zoo w_to[; if (hat hasnt worn) { "^You prop the door open far enough to see a security guard. ^He will recognize your monkey head for sure."; } else { if (Sun_Glasses hasnt worn) { "^You prop the door open far enough to see a security guard. ^He will recognize your monkey eyes for sure."; } else { if (Lab_Coat hasnt worn) { "^You prop the door open far enough to see a security guard. ^He will take your monkey body for sure."; } else { "Fealing confident about your disguise you stroll out into the hallway.", PlayerTo(Hallway); } } } ]; !---End of Storage_Room !****************************Objects in Storage_Room******************************** !---Banana Pile in Storage_Room Object Banana_Pile "Banana Pile" Storage_Room has concealed supporter static with name "Bananas" "Pile", description "It looks like a pile of perfect yellow bananas.", before[; take: "You decide to take a bunch for the road."; ]; !---Zoo Keeper in Storage_Room Object Zoo_Keeper2 "Zoo_Keeper" Storage_Room has concealed supporter static with name "Keeper" "Zoo", description "The zoo keeper is out cold. The zoo keeper is wearing a fetching white lab coat."; !---Lab Coat starts in Storage room Object Lab_Coat "Lab Coat" Storage_Room has concealed supporter with name "lab" "coat", description "It is a plain white lab coat. There is something in the pocket.", after [; wear: "The lab coat fits, sort of. At least you look a little more human. ^There is something in the pocket.";], has clothing; !---End of Lab Coat !---Pocket in Lab Coat Object Pocket "Pocket" Lab_Coat has concealed supporter with name "pocket", description "There are a pair of sunglasses in the pocket."; !---End of Pocket !---Sun Glasses start inside the Pocket Object Sun_Glasses "Sun Glasses" Pocket has concealed supporter with name "Sun" "glasses" "Sunglasses", initial "There is a pair of sunglasses on the floor.", description "A pair of dark sun glasses will hide your eyes.'", after [; wear: "The shades are hiding your eyes.";], has clothing; !---End of Sun Glasses !---Table start inside Storage Room Object Table "Table" Storage_Room has concealed supporter static with name "table", description "There is a TV and a hat sitting on the table.'"; !---End of Table !---Hat starts inside Storage Room Object Hat "Hat" Table has supporter with name "Hat", description "A hat will help hide your monkey head.'", after [; wear: "The hat is hiding your head.";], has clothing; !---End of Hat !---TV starts inside Storage Room Object TV "TV" Table has supporter with name "TV", description "A TV playing Jerry Springer.'"; !---End of TV !---Banana must push button to get a banana Object BananaBunch "BananaBunch" has supporter with name "Banana Bunch" "Bunch", initial "There is a bunch of bananas on the floor.", description "It is a bunch of bananas, a favorite meal of all primates. ^~Mmmmmmmm, bananas.~", before [; eat: move Banana_peel to Player; "You peel and eat one banana. ^Mmmmmm, That tasted great. You decide to keep the banana peel because it may be useful later."; ]; !---End of Banana !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !===========================Hallway======================================== !------------------------------------------------------------------------------- !------------------------------------------------------------------------------- !object name: Hallway !Location: Hallway !contents: Security Guard !visiable: Security Guard !possible movement: East to Storage Room, west to Chimpanzee room !odd functions: !------------------------------------------------------------------------------- !---Description of the Hallway Object Hallway "Hallway" has light with name "Hallway", Initial "^You are inside a long hallway.", Description "^~Morning Bob,~ Says the security guard. To the East is the storage room and to the West is a door marked chimpanzee room.", !East to Storage room e_to Storage_Room, w_to[; "You enter the door to the Chimpanzee room.", deadflag = 2; ]; !---End of Hallway !****************************Objects in Hallway******************************** !---Security Guard in Hallway Object SecurityGuard "Security Guard" Hallway has supporter static with name "Security" "Guard", description "Just the average run of the mill security guard.", before[; talk: "~Hows it going Bob?~ asks the security guard."; ];