! Donald E. Lonser II ! CIS 487 Sec 002 ! 10/18/06 ! Inform Game Constant Story "The M Adventure"; Constant Headline "^An M-Maze-ing Adventure^by Don Lonser^"; Constant MAX_CARRIED 5; Constant MAX_SCORE 200; Include "parser"; Include "verblib"; Include "grammar"; default OBJECT_SCORE 4; default ROOM_SCORE 5; ! verb for knocking on hatch [ knockSub; "You knock impatiently."; ]; verb 'knock' 'rap' 'slam' 'bang' * 'on' noun -> knock; ! allow things to be read Attribute legible; ! This is the startup room, you are also returned here by the white button ! in the Triangle room Object Room_1 "Ready Room" has light with description "There is no sound. The room is warm, yet somehow foreboding. The walls are of a brilliant gold, the floor of a calming blue. You aren't sure how you got here, but here you are. Glancing around you see a huge blue door to the west, but is it...the way out?", w_to Door_1; ! only exit from startup point Object -> Door_1 "Blue Door" with description "It's just a big blue door.", name 'door' 'ominous' 'big' 'blue', when_closed "Passage west is blocked by an ominous door of blue oak.", when_open "The great blue oak door to the west is open.", door_to [; if (self in Room_1) return Room_2; return Room_1; ], door_dir [; if (self in Room_2) return e_to; return w_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; [ Initialise; location = Room_1; print "^^^^^You awaken on the cold floor in a strange room. Although you are disoriented the calming colors that surround you seem to bring your thoughts into focus. You begin to search for a way out. Is it safe to proceed?...^^"; ]; ! *************************************** ! Second Room, Contains Chair Object Room_2 "Sitting Room" has light with description "The room is warm and comfortable.The walls are of a calming blue, the floors of a brilliant gold. The door to the east looks less ominous, and appears gold on this side. A wonderful oak chair looks very comfortable. You feel as though this is a relaxing place to pause, however a need to escape persists. Exits lie to the north and east, feel free...", e_to Room_1, n_to Door_2; ! 6pt to sit in it in Dining Room, 4pt to take it, must drop to open doors Object -> Oak_Chair "Oak Chair" with name 'finely' 'crafted' 'oak' 'chair', description "The chair is slightly heavy, it will take both hands to carry it.", after [; Take: "You pick up the chair"; Drop: "You set the chair down."; Enter: if(self in Room_4){score = score + 6;} ], has enterable supporter scored; ! north exit from sitting room Object -> Door_2 "Gold Door" with description "It's just a big gold door.", name 'door' 'massive' 'big' 'gold', when_closed "Passage north is blocked by a massive door of gold oak.", when_open "The great gold oak door to the north is open.", door_to [; if (self in Room_2) return Room_3; return Room_2; ], door_dir [; if (self in Room_3) return s_to; return n_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! *************************************** ! a big empty room, bummer man Object Room_3 "East Passing Room" has light with description "The room is strange. It is very large in size but contains absolutely nothing! The walls are of a brilliant gold, the floors of a calming blue. You wonder why such a vast space has been wasted. The door to the south appears blue on this side. There is no sence in hanging around here. North or south?, what'll it be?", n_to Door_3, s_to Room_2; ! north exit from passing room Object -> Door_3 "Blue Door" with description "It's just a big blue door.", name 'door' 'massive' 'big' 'blue', when_closed "Passage north is blocked by a massive door of blue oak.", when_open "The great blue oak door to the north is open.", door_to [; if (self in Room_3) return Room_4; return Room_3; ], door_dir [; if (self in Room_4) return s_to; return n_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! *************************************** ! contains a large table with a bag of corn nuts, 5 pt for sitting on chair here Object Room_4 "Dining Room" has light with description "The room is well lit with soft light. The walls are of a calming blue, the floors of a brilliant gold. The door to the south appears gold on this side. The room is very inviting. A large oak table lies in front of you. This looks like a relaxing place to sit. A salty sweet smell taints your sense of direction...", n_to Door_4, s_to Room_3; ! checking the table reveals a bag of corn nuts +4 pt Object -> Oak_Table "Oak Table" with name 'oak' 'table', description "This large table is made of the finest oak. It must weigh a ton!", before [; Take, Remove, PushDir: "The table is far too heavy to move."; ], after [; Search, Examine, Look: move Corn_Nuts to player; score = score + 6; "There is a fresh bag of Corn Nuts just sitting here!!"; ], has enterable supporter scenery; ! north exit from dining room Object -> Door_4 "Gold Door" with description "It's just a big gold door.", name 'door' 'massive' 'big' 'gold', when_closed "Passage north is blocked by a massive door of gold oak.", when_open "The great gold oak door to the north is open.", door_to [; if (self in Room_4) return Room_5; return Room_4; ], door_dir [; if (self in Room_5) return s_to; return n_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! *************************************** ! this room allows access to the roof via a ladder and deck, the floor has ! a scrap of paper on it with a hint about the white button Object Room_5 "East Access Room" has light with description "The room is dimly lit. The walls are of a dulling gold, the floors of a murky blue with interesting markings. The door to the south appears blue on this side. There is tall blue ladder on the north wall. There is a strange draft falling from above the ladder. A curious odor is lingering in the room. The blue door to the west is pretty big.", n_to Ladder_1, w_to Door_5, s_to Room_4; ! set up so the scrap can be found, check this Object -> Floor_1 "Floor" with name 'the' 'floor' 'interesting' 'marking' 'markings', description "There is something lying here!", after [; Look, Search, Examine: move Scrap_1 to player; score = score + 6; "You found a small scrap of paper!"; ], has scenery; ! west exit from east access room Object -> Door_5 "Blue Door" with description "It's just a big blue door.", name 'door' 'massive' 'big' 'blue', when_closed "Passage west is blocked by a massive door of gold oak.", when_open "The great gold oak door to the west is open.", door_to [; if (self in Room_5) return Room_6; return Room_5; ], door_dir [; if (self in Room_6) return e_to; return w_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! north exit from east access room Object -> Ladder_1 "Blue Ladder" with description "This misterious ladder leeds to a blue hatch in the gold ceiling, jinkies", name 'ladder' 'tall' 'blue', when_open "The ladder seems to be unobstructed.", door_to [; if (self in Room_5) return Deck_1; return Room_5; ], door_dir [; if (self in Deck_1) return d_to; return u_to; ], before [; Enter: if(Oak_Chair in player) {"Amazing! You expect to climb a ladder while holding an enormous chair with two hands?!?";} ], has scenery door open; ! *************************************** ! has access to an overhead hatch Object Deck_1 "East Maintenance Deck" has light with description "You are on a small metal deck. A maintenance hatch is directly above you.", d_to Room_5, u_to Hatch_1; ! up exit from east maintenance deck Object -> Hatch_1 "Blue Hatch" with description "This hatch opens upward, I wonder where it leads?", name 'hatch' 'blue', when_closed "The hatch is closed.", when_open "The hatch is open.", door_to [; if (self in Deck_1) return Roof_1; return Deck_1; ], door_dir [; if (self in Roof_1) return d_to; return u_to; ], has scenery door openable; ! *************************************** ! on the roof! hatch is now locked, must find key in stone pile to exit. n, s, e, w will fall Object Roof_1 "On the East Roof" has light with description "The hatch slams shut after you emerge from it. It is locked tight. You have climbed to the roof of the building. The roof is covered in loose stone. It is very dark and foggy. Your head spins as you look over the edge. You certainly wouldn't want to fall from such a height! There appears to be no escape but the way from which you came, yet you can't seem to get away.", d_to Hatch_1b, n_to fall, s_to fall, e_to fall, w_to fall, has scored; ! pile of stone that covers a key, checking this gets you a key and a cool 4pt Object -> Pile_Stone "Pile of Stone" with description "There appears to be something burried here.", name 'pile' 'stone', after [; examine, search: move Hatch_Key1 to player; score = score + 6; remove self; "You found a key!"; ], has scored scenery; ! the locked exit and only way off the roof Object -> Hatch_1b "Blue Hatch" with description "This is locked, how can you get back?", name 'hatch' 'locked' 'blue', when_closed "The hatch is closed.", when_open "The hatch is open.", door_to Deck_1, door_dir d_to, with_key Hatch_Key1, has scenery door openable lockable locked; ! *************************************** ! a big shiny purdy usesless empty room, can you say space filler? Object Room_6 "East Angular Room" has light with description "The room is well lit. The walls are of a shiny blue, the floors of a polished gold. The door to the east appears gold on this side. The west wall of the room is sharply angled. This is a very clean room. The room is completely empty.", e_to Room_5, s_to Door_6; ! south exit from angular room Object -> Door_6 "Gold Door" with description "It's just a big gold door.", name 'door' 'massive' 'big' 'gold', when_closed "Passage south is blocked by a massive door of gold oak.", when_open "The great gold oak door to the south is open.", door_to [; if (self in Room_6) return Room_7; return Room_6; ], door_dir [; if (self in Room_7) return n_to; return s_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! *************************************** ! hmm...someone dropped a key here 4 pt $$ Object Room_7 "East Hexagon Room" has light with description "The room is well lit. The walls are of a bright gold, the floors of a deep blue. The door to the east appears blue on this side. The room has six walls and is shaped like a hexagon. Sound echoes throughout this chamber.", n_to Room_6, s_to Door_7; ! south exit from east hexagon room Object -> Door_7 "Blue Door" with description "It's just a big blue door.", name 'door' 'massive' 'big' 'blue', when_closed "Passage south is blocked by a massive door of blue oak.", when_open "The great blue oak door to the west is open.", door_to [; if (self in Room_7) return Room_8; return Room_7; ], door_dir [; if (self in Room_8) return ne_to; return s_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! this key will open the blue door at the end of the maze Object -> Blue_Key "Blue Door Key" with name 'blue' 'key', initial "There is a blue key on the floor.", description "The key is small and blue with the letter 'D' on it.", after [; Take: "You pick up the key and put it in your pocket."; Drop: "The key drops to the ground with a clink."; ], has scored; ! *************************************** ! MSU COLORS? Corny, I know. The button warps you back to the start but tosses you 12 pt Object Room_8 "Triangle Room" has light with description "The room is lit with an eerie green light. A dull hum fills the room. The walls are of a horrendous green, the floor a milky white. The door to the northeast appears white on this side. The room has three walls and is shaped like a triangle. The hum is louder on the south end of the room. Like, this place gives me the creeps Scoob, there's a door to the northwest!", ne_to Room_7, nw_to Door_8; ! northwest exit from triangle room Object -> Door_8 "White Door" with description "It's just a big white door.", name 'door' 'massive' 'big' 'white', when_closed "Passage northwest is blocked by a massive door of white oak.", when_open "The great white oak door to the northwest is open.", door_to [; if (self in Room_8) return Room_9; return Room_8; ], door_dir [; if (self in Room_9) return s_to; return nw_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! Hey Mario, its an anoyying warp zone, 12 pt for your trouble Object -> Wht_but "White Button" with description "It's a strange white button.", name 'strange' 'white' 'button', before [; Push: if (self hasnt on){ ; score = score + 12; "A bright white curtain of light envelopes you and you fade away. You reappear...elsewhere.", PlayerTo(Room_1);} else ; ], has static switchable; ! *************************************** ! hmm...someone dropped another key here 4 pt $$ Object Room_9 "West Hexagon Room" has light with description "The room is well lit. The walls are of a deep blue, the floors of a bright gold. The door to the south appears gold on this side. The room has six walls and is shaped like a hexagon. The sound of distant wind can be heard in this chamber.", s_to Room_8, n_to Door_9; ! this key will open the gold door at the end of the maze Object -> Gold_Key "Gold Door Key" with name 'gold' 'key', initial "There is a gold key on the floor.", description "The key is small and gold with the letter 'D' on it.", after [; Take: "You pick up the key and put it in your pocket."; Drop: "The key drops to the ground with a clink."; ], has scored; ! north exit from the west hexagon room Object -> Door_9 "Gold Door" with description "It's just a big gold door.", name 'door' 'massive' 'big' 'blue', when_closed "Passage north is blocked by a massive door of gold oak.", when_open "The great gold oak door to the north is open.", door_to [; if (self in Room_9) return Room_10; return Room_9; ], door_dir [; if (self in Room_10) return s_to; return n_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! *************************************** ! Its big, its shiny, its empty, its filling more space...what? Object Room_10 "West Anglular Room" has light with description "The room is well lit. The walls are of a shiny gold, the floors of a polished blue. The door to the south appears blue on this side. The east wall of the room is sharply angled. This room is immaculately kept. The room is void of any objects.", w_to Door_10, s_to Room_9; ! west exit from the west angular room Object -> Door_10 "Blue Door" with description "It's just a big blue door.", name 'door' 'massive' 'big' 'blue', when_closed "Passage west is blocked by a massive door of blue oak.", when_open "The great blue oak door to the west is open.", door_to [; if (self in Room_10) return Room_11; return Room_10; ], door_dir [; if (self in Room_11) return e_to; return w_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! *************************************** ! this room also allows access to the roof via a ladder and deck, the portrait ! on the west speaks a hint about the exit doors Object Room_11 "West Access Room" has light with description "The room is dimly lit. The walls are of a murky blue, the floors of a dulling gold. The door to the east appears gold on this side. There is tall gold ladder on the north wall. The west wall has a lifelike portrait of Dr. Maxim on it. A closed door lies to the south.", n_to Ladder_2, e_to Room_10, s_to Door_11; ! south exit from the west access room Object -> Door_11 "Gold Door" with description "It's just a big gold door.", name 'door' 'massive' 'big' 'gold', when_closed "Passage south is blocked by a massive door of gold oak.", when_open "The great gold oak door to the south is open.", door_to [; if (self in Room_11) return Room_12; return Room_11; ], door_dir [; if (self in Room_12) return n_to; return s_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! north exit from west access room that leads to deck Object -> Ladder_2 "Gold Ladder" with description "This steep ladder leeds to a gold hatch in the blue ceiling, zoiks", name 'ladder' 'tall' 'gold', when_open "The ladder seems to be clear for the climbing.", door_to [; if (self in Room_11) return Deck_2; return Room_11; ], door_dir [; if (self in Deck_2) return d_to; return u_to; ], before [; Enter: if(Oak_Chair in player) {"Astounding! Will you be climbing backwards so that huge chair doesn't get snagged on the rungs?!?";} ], has scenery door open; ! give clue to player about blue door Object -> Max_Port "Portrait of Dr. Maxim" with name 'lifelike' 'portrait' 'Dr.' 'Maxim', description "This portrait bares an incredible likeness to Dr. Maxim.", after [; Look, Search, Examine: score = score + 16; "The voice of Dr. Maxim fills the room. He utters words that haunt your thoughts. The voice says: My guess would B life... What could he mean?"; ], has scenery; ! *************************************** ! has access to an overhead hatch Object Deck_2 "West Maintenance Deck" has light with description "You are on a small metal deck. A maintenance hatch is directly above you.", d_to Room_11, u_to Hatch_2; ! up exit from west deck Object -> Hatch_2 "Gold Hatch" with description "This hatch opens upward, I wonder where could it go?", name 'hatch' 'gold', when_closed "The hatch is closed.", when_open "The hatch is open.", door_to [; if (self in Deck_2) return Roof_2; return Deck_2; ], door_dir [; if (self in Roof_2) return d_to; return u_to; ], has scenery door openable; ! *************************************** ! player is stuck on roof with locked hatch. Must knock to get key knock 6pt, key 4pt. n, s, e, w will fall Object Roof_2 "On the West Roof" has light with description "You have climbed to the roof of the building. It is very dark and storming fiercely foggy. You are soaked. You stagger away from the ledge not wanting to plunge to your death. The rain is pelting hard and stinging your face. It is dificult to see. There appears to be no escape but the way from which you came.", d_to Hatch_2b, n_to fall, s_to fall, e_to fall, w_to fall, has scored; ! locked exit from west roof Object -> Hatch_2b "Gold Hatch" with description "This is locked, perhaps you should knock?", name 'hatch' 'locked' 'gold', when_closed "The hatch is closed.", when_open "The hatch is open.", door_to Deck_2, door_dir d_to, before [; knock: move Hatch_Key2 to player; score = score + 6; "Wow! It worked, you found the key!"; ], with_key Hatch_Key2, has scenery door openable lockable locked; ! *************************************** ! The room has a nightstand where soda is found 6pt find, 4pt take. Object Room_12 "Resting Room" has light with description "The room is well lit with soft light. The walls are of a lovely gold, the floors of a lustrous blue. The door to the north appears blue on this side. A well crafted oak night stand sits against the east wall. A curious poof of what appears to be steam wafts from the top drawer.", n_to Room_11, s_to Door_12; ! contains a soda in the top drawer Object -> Night_Stand "Oak Night Stand" with name 'oak' 'night' 'stand', initial "There is quaint oak night stand in this room.", before [; Take, Remove, PushDir: "The night stand is bolted to the floor."; ], description "This night stand is made of the solid oak. It must have cost a bundle! Why is the top drawer steaming?", has scenery; ! the drawer where the soda is hidden 10pt to open 6pt to drink with corn nuts Object -> Top_Drawer "Top Drawer of the Night Stand" with name 'top' 'drawer', description "Strange steam rises from this drawer. Open at your own risk.", after [; open: move Grape_Pop to player; if(Corn_Nuts in player) {score = score + 5;} score = score + 6; "You found a grape soda. This would go great with a snack!"; ], has scenery openable; ! south exit from resting room Object -> Door_12 "Blue Door" with description "It's just a big blue door.", name 'door' 'massive' 'big' 'blue', when_closed "Passage south is blocked by a massive door of blue oak.", when_open "The great blue oak door to the south is open.", door_to [; if (self in Room_12) return Room_13; return Room_12; ], door_dir [; if (self in Room_12) return n_to; return s_to; ], before [; open: if(Oak_Chair in player) "How can you open the door while holding that huge chair?"; ], has scenery door openable; ! door #1 or door #2? the sw door leads to death. unlock both for 10pt ea. ! enter the se room to win Object Room_13 "Decision Room" has light with description "The room is poorly lit. The walls are of a dingy blue. The floor is gold with ash or dust settling on it. The door to the north appears gold on this side. A foul draft blows from the south, and then disappears. This room is very unsettling.", n_to Room_12, sw_to Door_13, se_to Door_14; ! this door leads to the death room, unlock and open but dont enter Object -> Door_13 "Gold Door" with description "It's just a big gold door, ash or dust litters the handle and stoop.", name 'door' 'massive' 'big' 'gold', when_closed "Passage southwest is blocked by a massive door of gold oak.", when_open "The great gold oak door to the southwest is open, a red glow shines out.", door_to [; if (self in Room_13) return Room_14; return Room_13; ], door_dir [; if (self in Room_14) return n_to; return sw_to; ], after [; unlock: score = score + 2; "The door is giving off heat!"; open: score = score + 10; "A flaming red glow shines out from the doorway. Smoke rises from the opening. A charred stench stings your nostrils..."; ], with_key Gold_Key, has static door openable lockable locked scored; ! this door leads to a room with a prize 10pt to open as well Object -> Door_14 "Blue Door" with description "It's just a big blue door, ash or dust litters the handle and stoop.", name 'door' 'massive' 'big' 'blue', when_closed "Passage southeast is blocked by a massive door of blue oak.", when_open "The great blue oak door to the southeast is open, a strange glow shines out.", door_to [; if (self in Room_13) return Room_15; return Room_13; ], door_dir [; if (self in Room_15) return n_to; return se_to; ], after [; unlock: score = score + 2; open: score = score + 10; "A strange glow shines out from the doorway."; ], with_key Blue_Key, has static door openable lockable locked scored; ! This room causes death. Ohio state fans incinerate you Object Room_14 "Death Room" has light with description "The room is glowing red. There is a terrible heat. The walls are crimson red. The floors are white and covered with ash. A strong smell enflames your nostrils. Before you can react two evil Ohio State fans lunge at you. They grab you and pull you in as the door slams. They throw you into a giant furnace and cackle madly as you are incinerated. I guess we have to take away all of your points. You wont be needing them where you are headed. YOU ARE DEAD!!!", initial [; score = 0; deadflag = 1; ]; ! room contains prize. 5pt to enter room Object Room_15 "Award Room" has light with description "The room is brightly lit. A beautiful glow fills the room. The walls are of the brightest gold. The floor is an excellent blue. As you breath in you smell the scent of barbeque and beer. The glow is beaming from the south.", n_to Room_13, s_to Door_15, has scored; ! This is the prize 4pt to take 6pt to check Object -> Fold_Paper "Golden Folded Paper" with name 'golden' 'folded' 'paper', initial "There is a folded piece of golden paper lying on the floor", description "The paper says: Congratulations! Use this slip to claim your lifetime season ticket package for Wolverine football! You can claim your tickets at the party throught the exit door to the south. Enjoy a lifetime of free U of M Football!!.", after [; examine: score = score + 6; Take: "You pick up the golden paper."; Drop: "You dropped the golden paper, are you nuts?."; ], has legible scored; ! final exit to the south Object -> Door_15 "Blue Door" with description "It's just a big beautiful blue door, an exit sign is embossed in gold", name 'door' 'massive' 'big' 'blue' 'beautiful' 'exit', when_closed "Passage south is blocked by a massive door of incredible blue oak.", when_open "The great blue oak door to the south is open, the light of day pours into the room.", door_to Exit, door_dir s_to, has static door openable; ! This is the exit, you get 25pt and win Object Exit "Tailgate Party" has light with description "Congratulations! You have escaped the M Maze and hopefully picked up your award before exiting. If not feel free to enjoy the tailgate party anyway as the Wolverine prepare to annihilate Ohio State! Enjoy the Game!!", initial [; score = score + 25; deadflag = 2; ]; ! ********** Awarded Objects *********** ! By checking out the Table in the Dining Room ! eating these with pop is +10pt, alone is +5pt Object -> Corn_Nuts "Bag of Corn Nuts" with name 'bag' 'of' 'corn' 'nuts', description "The corn nuts appear to be fresh and edible. They would go great with some soda.", after [; Eat: score = score + 5; if(Grape_Pop in player) {score = score + 5;} Take: "You pick up bag and put it in your pocket."; Drop: "The bag drops to the ground with a smack."; ], has edible scored; ! by checking the floor in the west access room Object -> Scrap_1 "Small Scrap" with name 'small' 'scrap' 'paper', description "The paper says: Down and back, sorry Jack.", after [; Take: "You pick up the small scrap of paper."; Drop: "You dropped the small scrap of paper."; Examine, Search, Look: score = score + 10; ], has legible scored; ! by checking stone on East Roof +4pt Object -> Hatch_Key1 "Black Hatch Key" with name 'black' 'hatch' 'key', description "The key is small and black with the letter 'B.H.' on it.", after [; Take: "You pick up the key and put it in your pocket."; Drop: "The key drops to the ground with a clink."; ], has scored; ! item goes to player inventory after knocking on hatch Object -> Hatch_Key2 "Grey Hatch Key" with name 'grey' 'hatch' 'key', description "The key is small and grey with the initials 'G.H.' on it.", after [; Take: "You pick up the key and put it in your pocket."; Drop: "The key drops to the ground with a clink."; ], has scored; ! by opening the top drawer of the night stand Object -> Grape_Pop "Bottle of Grape Soda" with name 'bottle' 'grape' 'soda' 'pop', description "The soda is ice cold and ready to drink. It would taste great with a snack.", before [; Drink, drink: remove self; score = score + 5; "That was very refreshing!"; ], after [; Take: "You pick up the soda and stash it in your jacket."; Drop: remove self; "The bottle hits the floor and explodes, you feet are soaked."; ], has scored; ! *************************************** ! this is fall from the roof. you lose all points and die Object fall "Falling to Death" has light with description "Well, you can't say I didn't warn you. You took a nose dive off of the roof. I'm afraid this is a one way trip to the ol' dirt nap. It's not so much the fall that got you as it was the sudden stop. I guess we have to take away all of your points. You wont be needing them where you are headed. You have fallen to your doom! Pehaps you will be more careful next time?", initial [; deadflag = 3; score = 0; ]; end;