Constant Story "The mad school house"; Constant Headline "Copyright (c) 2000 by Arthur Nugent.^"; Include "Parser"; Include "VerbLib"; Include "Grammar"; [ stabSub; "Seek help at your earliest convenience please";]; [ KickSub; "Seek help at your earliest convenience please";]; [ RipSub; "Seek help at your earliest convenience please";]; [ RollSub; "Seek help at your earliest convenience please";]; [ BreakSub; "Seek help at your earliest convenience please";]; [ SmashSub; "Seek help at your earliest convenience please";]; [CrumpleSub; "Seek help at your earliest convenience please";]; [ProgramSub; "Seek help at your earliest convenience please";]; [ SlashSub; "Seek help at your earliest convenience please";]; [ talkSub; "Seek help at your earliest convenience please";]; verb "kick" * noun -> kick; verb "talk" * noun -> talk; verb "break" * noun -> break; verb "smash" * noun -> smash; verb "Roll" * noun -> Roll; verb "rip" * noun -> rip; verb "crumple" * noun -> crumple; verb "program" * noun -> program; verb "slash" * noun -> slash; verb "stab" * noun -> stab; !-------------------------------------------------------------------------------------- ! bed room objects !-------------------------------------------------------------------------------------- object bedroom "Bedroom" with description "A very comfortable looking room, with a bed and curiously a crib partitioned into 3 parts.", s_to study has light; object bed "bed" bedroom has static supporter enterable with name "bed", with description "A well slept in feather bed.....", before [; lookunder: if (self hasnt general) { give self general; move gold_key to player; "You drop down on your hands and knees and peek under the bed and wala a gold key is found....."; } ], has light; object gold_key "gold key" bedroom has scenery with name "gold" "key" "gold key", with description "A beautifully carved solid gold key made by an ancient farmer from Madagascar", before [; drop: "What are you stupid this is worth some big dollars back home......"; ], has light; object crib "crib" bedroom has scenery with description "well well what do we have here......a couple of little babies stare up at you.... one dressed in red and one dressed in blue......", has light; object baby1 "Baby dressed in red" bedroom has concealed with name "red" "red baby", with description "A baby with short dark curly hair dressed all in red stares up at you...curiously the babies eyes are crossed...... ^upon closer inspection the baby looks really familiar... wow he also stinks like thrown up juice....", before [; take: "if ya take one you better take both........ I imagine they will be safe here until you can come back and get them after you win the game"; smell: "Yep the baby stinks"; ], has light; object baby2 "Baby dressed in blue" bedroom has concealed with name "blue" "blue baby", with description "A baby with short dark curly hair dressed all in blue stares up at you...curiously the babies eyes are really narrow...... ^upon closer inspection the baby is an identical twin of the other baby except for the eyes... ", before [; take: "if ya take one you better take both........ I imagine they will be safe here until you can come back and get them after you win the game"; smell: "Yep the baby stinks"; ], has light; !-------------------------------------------------------------------------------------- !study room objects !-------------------------------------------------------------------------------------- object study "Study" with description "A simple study with a comfortable looking chair and end table. A small journal can be seen on the table", d_to school, n_to bedroom has light; object book1 "Journal" study has concealed with name "textbook" "book" "text" "text book" "journal", with description "the snapshot presented in The RNA World captures provocative evolutionary thought, sound basic science, and a framework for future development of RNA as a reagent for the laboratory and the clinic. The book was named for the RNA world hypothesis, which posits that all modern life forms descended from a primordial self-replicating entity, reliant on RNA for both its genetic and enzymatic properties", before [; Take: "Heck half the words are meaningless.....why would you want to carry this book around....."; ], has light; Object chair2 "chair" study has concealed supporter enterable with name "chair", with description "A plain wooden chair, built out of sturdy materials as you look upon the chair you notice a slip of paper on it.", before [; Push, Push, Take: "It seems like the chair is bolted to the floor... no matter how hard you pull it wont move"; Climb,Enter: move player to chair; "You jump onto an extremely hard and uncomfortable chair."; ], has light; Object Table2 "Table" study has concealed supporter enterable with name "Table" "end" "end table", with description "A plain wooden table, built out of sturdy materials", before [; Push, Push, Take: "It seems like the table is bolted to the floor... no matter how hard you pull it wont move"; Climb,Enter: move player to table; "You jump onto the table and beat your arms like tarzan and feel really silly I suppose..............or maybe not"; ], has light; object slip "Slip of paper" study has concealed with name "paper" "slip" "slip of paper", with description "The babies seem to be doing well....just wish we had a better success rate.....", before [; take: "oops it is stuck to the chair..... "; ], has light; !-------------------------------------------------------------------------------------- ! lab objects !-------------------------------------------------------------------------------------- object lab "Laboratory" with description "As you step into the lab you realize it is the same lab you saw earlier. with a screech and a crash the door behind you slams shuts", has light; object barrier "Door" lab has scenery with name "door" "solid door" "barrier", with description "A very solid 20 inch thick stainless steel door... it is not going to open so please don't waste your time trying", has light; object closet "Rose wood closet" lab with name "closet" "cedar" "cedar closet", with initial "A man sized cedar closet with allot of cables connected to it from the computer can also be seen", with description "rocking back and forth muffled words can be heard coming from inside the closet", before [; listen: "A muffled voice can barely be heard....free me please...... the pain the pain"; open: "With Saliva flowing, out jumps OJ Simpson, who screams at the top of his lungs, picks up a piece of broken glass and advances menacingly towards you....."; ]; object vials "Vials" lab has concealed with name "vials", with description "The vials upon closer inspection look to contain blood.. they are labled with the initials JO", before [; take: "Ouch, the vials appear to be on a hotplate and are too hot to handle..."; ], has light; object oj "OJ" lab has concealed with name "oj" "slasher" "killer", description "Oj has saliva running down his chin...as soon as he sees you he grams a broken piece of glass and advances towards you menacingly... screaming I will kill you white boy just like I killed the last white boy chasing my white wifes ass........", before [; Talk: "Now listen boy, it is time for you all's prayers not talk...whats the matter with you...are you a sissy boy?"; slash: if(child ( Player ) == knife) { deadflag = 2; "With a wicked slash of your knife you cut OJ's throat....A huge fountain of blood shoots out and drenches you.. ^ wherever his blood touches your skin you can feel a harsh tingle....."; } "With what your twinkee..... you better think of something fast fella or you're a dead man"; stab: if(child(player) == knife) { if (random(100) <= 20) { deadflag = 1; "If I remember right OJ was a pretty decent slasher........ oops there drains all your blood over our clean floor that is so very inconsiderate of you fella ^^Ga day mate, better lucky next time!"; } "Okay nice stab... you are still alive but then again so is oj.... "; } "With what your twinkee..... you better think of something fast fella or you're a dead man"; ], has light; object computer "Computer" lab has scenery with name "computer" "puter", description "I may have made a mistake... I thought if I cloned the slasher I could also program it to tell the truth...... ^^I guess I should have realized that being truthful doesnt always equate to being non-violent...oops", before [; take: "it is a little late to be stealing things...especially since you are locked in the lab at this time......"; break: "Why would you break the computer silly little boy"; program: "Hey finish the game prior to playing with the puter will ya?"; open: "Not a chance I am going to let you play on this computer without a password...hehehe"; ]; !---------------------------------------------------------------------------------- !Amphitheater objects ! note: for future use-- the food and parrot objects have to be directly below ! thier parent object..if a different room is inbetween then the objects will ! belong to that room.... !----------------------------------------------------------------------------------- object Amphitheater "Amphitheater" with description "A vast indoor amphitheater opens up in front of you... the temperature is very warm and muggy, a row of what looks like weird ovens line the back wall to the right...and a thick journal can be seen on the floor.... and best of all a plate of food", w_to lab, s_to library has light; object oven "Oven" amphitheater has scenery with name "oven" "incubater" "weird" "weird ovens", description "It is not a bunch of ovens afterall, they are a wall of incubaters which covers up what looks like the laboratory we saw earlier, the incubater is filled with hundreds of small petri dishes.......^^In some petri dishes there seems to be allot of activity......... there is also a small note pad on top of the oven......", before [; open: "Are you sure you want to let a bunch of killer germs loose? might not be the smartest thing you ever did... ^of course no one ever accused you of being smart have they?"; kick: "Oh that shows allot of maturity...."; ], has light; object notes "Note pad" Amphitheater has scenery with name "note" "pad" "note pad" "notepad", description "On a small corner there is a brief note...... I know if I can get this proceedure to work I could get him to admit the truth..... ^^about what really happened that late summer night...", before [; take: move notes to general; "Oops the paper slips out of your hands and disappears between 2 ovens"; ]; object journal "Journal" Amphitheater has scenery with name "book" "thick" "journal", description "Watson and Crick started it all... Mendolson and Stall helped, but I Dr. Arthur have outdone them all........ ^^A few years ago after the big trial I decided to clone the slasher... procuring a little blood was all it took.....", before [; take: if (children(player) > 0) "Your hands are too full, you will have to drop the knife."; move journal to player; "Wow this is a heavy book......."; ], has light; Object -> food "food" has concealed with name "food" "chicken" "plate" "platefull" "fried" "fried chicken", description "A plate full of fried chicken, what more could an adventuresome man want? ummm besides an adventuresome woman that is...", before [; Eat: if (random(100) <= 20) { deadflag = 1; "The tiniest nibble is enough. It was poisonous, from an ancient extinct reptile most likely to be found on Mars now adays ^^Ga day mate, better lucky next time!"; } "You nibble at one corner, but the curious taste repels you. As you look around a funny tingling on your tongue occurs"; ], after [; Take: if (self hasnt general) { give self general; "You pick up a couple pieces of chicken up and drop them in your pocket"; } "You pick up the still hot chicken and shove it in your pockets."; Drop: parrot.squawk("Drop the food"); "The chicken drops to the ground, battered slightly as you wipe you fingers on your pants."; ], has edible; Object -> parrot "talking red-tailed birdy" with name "red" "tailed" "red-tailed" "parrot" "bird" "birdy", description "The talking birdy has a beautiful plumage.^^ As soon as the bird notices you looking at it. .it screams clone me! clone me!", squawk [ utterance; if (self in location) print "The parrot squawks, ~", (string) utterance, "! ", (string) utterance, "!~^"; ], has animate; !----------------------------------------------------------------------------------- !library objects !----------------------------------------------------------------------------------- Object Library "Library" with description "What was once obviously a library is now just an empty room.....the room is so dark you can't even see the ceiling... a single chair and table can just barely be seen in the center of the room, with an old dusty newspaper clipping laying atop of the table....with an open door built into an old bookshelf... ", n_to Amphitheater, s_to school has light; object bookshelves "bookshelves" library has scenery with name "book" "bookshelf" "bookshelves" "books", description "just plain old bookshelves...sorry^^maybe you should just keep on moving into the next room.. hope you found all the clues.....^there was more than just the newspaper you know...grin"; object newspaper "newpaper" library has concealed with name "news" "newspaper" "newsprint" "clipping" "newspaper clipping", description "DNA testing used in murder trial...... it looks like water has smeared the rest of the story.......sorry", before [; take: "Now why would you take a wet and soggy newspaper which will only fall apart as soon as you pick it up anyway....."; Crumple: "temper temper......^^ hey remember this is a lab maybe you could get your blood pressure checked?."; ]; Object chair "chair" library has concealed supporter enterable with name "chair", description "A plain wooden chair, built out of sturdy materials", before [; Push, Push, Take: "It seems like the chair is bolted to the floor... no matter how hard you pull it wont move"; Climb,Enter: move player to chair; "You jump onto an extremely hard and uncomfortable chair."; ], has light; Object Table "Table" library has concealed supporter enterable with name "Table", description "A plain wooden table, built out of sturdy materials", before [; Push, Push, Take: "It seems like the table is bolted to the floor... no matter how hard you pull it wont move"; Climb,Enter: move player to table; "You jump onto the table and bump your head on an old candlebra"; ], has light; object Candlebra "Candlebra" library has concealed with name "candle" "candlebra" "bra" "light", description "An old fashioned candle holder with a knife handle sticking out of it....", after [; take: "I suppose the fact that it is connected by a metal rod to the ceiling does'nt matter huh?^ Stupid is as stupid does"; ]; object knife "knife" library has scenery with name "knife" "bloody" "bloody knife", description "A razor sharpe knife with blood all over the blade...", before [; Drop: move knife to general; "Hmm curious move....^maybe hand to hand combat is your thing..."; Take: move knife to player; "Hmmm nice weapon you have there fella...........^^ As your hand starts to tingle..... you can tell the knife has magical talents, just don't ever drop it fella"; ], has light; !------------------------------------------------------------------------------------ !school objects !------------------------------------------------------------------------------------ Object School "School" with description "In this tiny room you see some really strange sights..... a helically coiled double stranded fibre thingy is floating in a floor to ceiling glass incased tube, a door next to a slender window at the other end of room lead to who knows where, and a huge life size picture lying on the floor...... a staircase seems to head to an upper floor", n_to stonedoor, u_to study has light; object staircase "staircase" school has scenery with name "stairs" "staircase", with description "pretty plain set of stairs...maybe a little old so watch your step.....", has light; Object -> StoneDoor "stone door" with description "It's just a big ass door.", name "door" "massive" "big" "stone" "yellow", when_closed "Passage North is barred by a massive door of yellow stone.", when_open "The door be open...proceed at your risk....", door_to library, door_dir n_to, with_key gold_key has static door openable lockable locked; object tube "tube" school has scenery with name "tube" "glass" "incased" "glass tube" "thingy" "fibre", description "A double stranded band of material coiled about itself many times over... as it rotates you can see it is hollow down the center and made of repeating pieces... 2 of a specific type and 2 of a different type.... Eerily familiar but so different and inherently evil.... just looking at it gives you shivers down your spine", before [; open: "Now why would you do something silly like that..... you might let it out^^ whatever IT is....."; ], has light; object window "window" school has scenery with name "slender" "window" "glass" "slender window" "long", description "You see a state-of-the-art-lab, smashed to pieces....... with blood everywhere... wait over in the far corner a computer and some surrounding machinery seem untouched by the violence.. on the near bench there are many vials labled with strange arcane letters like J and O", before [; Open: "You would'nt want to let a bunch of killer genes loose would you? better leave the window shut! "; Break: "Wow I bet you feel stupid now...hope your hand doesnt hurt.....oh ya the glass will not break..."; Smash: "Send a boy to do a man's job and look what happens...... not a damn thing..."; kick: "As you hop around on one foot...you wonder if the tingling in your spine will ever go away..."; ], has light; object picture "picture" school has scenery with name "huge" "picture" "huge picture", description "2 noble looking old guys, one holding a check and the other a stick of dynamite grace this picture.... hold on if you look closely you can just make out their names on thier lab coats.... Watson and Crick", before [; Take: "What are ya stupid? What are you going to do with a life size picture anyway?"; Kick: "I sure hope your brothers and sisters are not stupid like you...."; Rip: "Feel better? "; Roll: "Hmmm curiously the frame resists being rolled up... imagine that"; lookUnder: "ahhh very clever of you to look under the picture...... However, there is nothing here...^^ but wait in the dust something has scribbled OJ is free.........^^^"; ], has light; object message "message" School with name "bloody" "message" "bloody message", initial "A messsage can barely be seen on the far wall....next to a long slender window", description "Transcription was the key, Dr. Arthur has....SUCCESS, the rest is smeared by some dripping liquid that smells horrible....hmmm wonder what it tastes like???", before [; Taste: if (random (100) <= 35) { deadflag = 1; "you dead...poison reptile blood from an ancient extinct reptile found mostly on Mars has killed you...hope you feel stupid...."; } "Taste like blood what did you expect? seek help at your earliest convenience"; Smell: "I already told you it smelled horrible.... what more do you want?"; Touch: if (random (100) <= 20) { deadflag = 1; "you dead...poison reptile blood from an ancient extinct reptile found mostly on Mars has killed you...hope you feel stupid...."; } "A sharpe burning sensation in your finger tips makes your eyes water....."; ], has light; [ Initialise; location = school; "^^^^^After endless days and nights being tossed around by an angry sea you wash ashore.... crawling past the high tide mark you take shelter in what seems to be an abandoned school^"; ];