📄 objects
字号:
NOUN keys (town4);keys(WEIGH) = 2;keys(LDESC) = ($say "There's a set of keys here.\n");keys(SDESC) = ($say "a set of keys");NOUN toolbox (farm5);toolbox(WEIGH) = CAPAC;toolbox(HOLDS) = 50;toolbox(OPENS) = TRUE;toolbox(LOCKS) = TRUE;toolbox(LOCKD) = TRUE;toolbox(LIGHT) = TRUE;toolbox(LDESC) = (($eq ($loc .ME) toolbox): ($say"You are in a huge wooden structure, towering up at least 80 feetabove your head, with wooden walls formed of immense 10-foot by 50-footboards. Everything here, even the grains of dust which cover the woodenfloor, seems immense. ") (($prop toolbox OPEN): ($say "Above your head, the top of the structure is open,and sunlight streams in.\n") : ($say "The structure is closed at the top, butenough light comes in from between the boards to enable you to see.\n") ) : {else} ($say " Againstthe house is a heavy ") (($prop toolbox OPEN): ($say "toolbox with the lid open.\n") { (($cont toolbox) : ($say "In the toolbox, you see:\n") ($setp toolbox CONTS TRUE) (Slook 1 ($cont toolbox)) ($setp toolbox CONTS FALSE) )} :{else} (($prop toolbox LOCKD) : ($say "toolbox with a rusty lock, paintedwith an insignia composed of blue and green squares, joined attheir corners.\n") : ($say "toolbox, the lid of which is ajar.\n") ) ) );toolbox(SDESC) = (($eq ($loc .ME) toolbox): ($say "Inside huge box.\n") :{else} ($say "a toolbox"));toolbox(ACTION) = (($eq ($loc .ME) toolbox) : (($or ($eq ($verb) drop) ($eq ($verb) throw)): ($say "You just lost ")(($sdisc ($dobj))) ($say " in a crack between the wooden floorboards!\n") ($move ($dobj) .ALL) ) ($miss cg cg cg cg cg cg cg cg cg cg) {else} : (($eq ($verb) lock): (Lockup toolbox keys "The toolbox seals with a CLICK!\n")) (($eq ($verb) unlock): (Ulock toolbox keys"One of the keys fits! The toolbox can be opened now.\n") ) );NOUN signpost(roadx);signpost(RDLOC)=10;signpost(WEIGH)=CAPAC;signpostd(LDESC)=($say "There is a signpost by the side of the road.\n");signpostd(SDESC)=($say "a signpost");signpost(ACTION) = (($eq ($verb) read): ($say"Pointing east, it says: 'Unuchevala: 10 miles'\n") ($exit 1) );NOUN globe(toolbox);globe(WEIGH) = 20;globe(LDESC) = (($prop globe LIGHT): ($say "A globe of stone glows brightly here.\n") {else}: ($say "There is a strange globe of polished stone here.\n") );globe(SDESC) = (($prop globe LIGHT): ($say "a glowing globe of stone") : ($say "a stone globe"));globe(ACTION) = (($eq ($verb) rub): (($prop globe LIGHT): ($say "The light from the stone globe fades away.\n") ($setp globe LIGHT FALSE) {else}: ($say "The stone globe glows brightly!\n") ($setp globe LIGHT TRUE) ) ($setg LOOKP TRUE) ($exit 1) ) ;NOUN crowbar (town3);crowbar(WEIGH) = 100;crowbar(LDESC) = ($say "There is a long crowbar here.\n");crowbar(SDESC) = ($say "a crowbar");crydie = ($say"What POWER! The magic crystal releases a flood of energy ina split-second! Unfortunately, you were a little close...\n") (die); { Dragon Stuff } AWAKE=MISC1;NOUN dragon (cel06);ADJECTIVE red,green,blue,clear;white=clear;NOUN green crystal(cel07);NOUN red crystal(cel08);NOUN blue crystal(cel10);NOUN clear crystal(cel09);{NOUN diamond { = clear crystal;{NOUN sapphire{= blue crystal;{NOUN ruby (cel08){= red crystal;{NOUN emerald (cel07){= green crystal;}green crystal(WEIGH)=15;green crystal(POINT)=25;green crystal(LDESC) = ($say "There is a beautiful green crystal here!\n");green crystal(SDESC) = ($say "a green crystal");green crystal(ACTION) = (($eq ($verb) take): (($eq ($loc .ME) cel07): (($not ($prop dragon AWAKE)): ($say "You hear a stirring in the Ice Cavern.\n") ($setg Tempr ($plus @Tempr 2)) ($setp dragon AWAKE TRUE) ($setp cel06 VISIT FALSE) :{else} ($setg Tempr 0) ) ) ) (($eq ($verb) drop): (($eq ($loc .ME) cel07): ($setg Tempr ($minus @Tempr 2)) (($le @Tempr 0) : ($setp dragon AWAKE FALSE) ($say"You hear a deep Y A W N from the Cavern.\n")) ($setp cel06 VISIT FALSE) ) ) (($eq ($verb) touch): (($eq ($dobj) [red crystal]) : ($say "The red and green crystals flare briefly!\n") (Grow) ($move .ME cel01) ($setg LOOKP TRUE) ($exit 1) ) (($eq ($dobj) [blue crystal]) : ($say "The blue and green crystals flare briefly!\n") ($move .ME toolbox) (Shrink) ($setg LOOKP TRUE) ($exit 1) ) ) (($eq ($verb) break): (($eq ($dobj) [green crystal]): (crydie) ) );ROUTINE CRout;WORKD = MISC1; { Has Clear crystal shed its light? }red crystal(WEIGH)=15;red crystal(POINT)=25;red crystal(LDESC) = ($say "There is a beautiful red crystal here!\n");red crystal(SDESC) = ($say "a red crystal");red crystal(ACTION) = (($eq ($verb) touch): (($eq ($dobj) [clear crystal]) : (($not ($prop [clear crystal] WORKD)): ($say "The red and clear crystals flare briefly!\n") ($setp [clear crystal] WORKD TRUE) ($setp [clear crystal] LIGHT TRUE) ($say"The clear crystal blazes forth with a magical incandescence brilliantenough to penetrate even the deepest darkness!!\n\n") ($sfus CRout 4) ($setg LOOKP TRUE) ($exit 1) {else} : ($say"The clear crystal seems curiously inert now.\n") ($exit 1) ) ) (($eq ($dobj) [green crystal]) : ($say "The red and green crystals flare briefly!\n") (Grow) ($move .ME cel01) ($setg LOOKP TRUE) ($exit 1) ) ) (($eq ($verb) break): (($eq ($dobj) [red crystal]): (crydie) ) );blue crystal(WEIGH)=15;blue crystal(POINT)=25;blue crystal(LDESC) = ($say "There is a beautiful blue crystal here!\n");blue crystal(SDESC) = ($say "a blue crystal");blue crystal(ACTION) = (($eq ($verb) touch): (($eq ($dobj) [red crystal]) : ($say "The red and blue crystals flare briefly!\n") ($exit 1) ) (($eq ($dobj) [green crystal]) : ($say "The blue and green crystals flare briefly!\n") ($move .ME toolbox) (Shrink) ($setg LOOKP TRUE) ($exit 1) ) ) (($eq ($verb) break): (($eq ($dobj) [blue crystal]): (crydie) ) );CRout = ($say "The glowing magical crystal seems to have gone dark.\n> ") ($setp [clear crystal] LIGHT FALSE) ;clear crystal(WEIGH)=15;clear crystal(POINT)=25;clear crystal(LDESC) = ($say "There is a beautiful clear crystal here") (($prop [clear cryst] LIGHT): ($say " (GLOWING!)")) ($say "!\n");clear crystal(SDESC) = ($say "a clear crystal") (($prop [clear cryst] LIGHT): ($say " (GLOWING!)")) ;clear crystal(ACTION) = (($eq ($verb) touch): (($eq ($dobj) [red crystal]) : (($not ($prop [clear crystal] WORKD)): ($say "The red and clear crystals flare briefly!\n") ($setp [clear crystal] WORKD TRUE) ($setp [clear crystal] LIGHT TRUE) ($say"The clear crystal blazes forth with a magical incandescence brilliantenough to penetrate even the deepest darkness!!\n\n") ($setg LOOKP TRUE) ($sfus CRout 4) ($exit 1) {else} : ($say"The clear crystal seems curiously inert now.\n") ($exit 1) ) ) ) (($eq ($verb) break): (($eq ($dobj) [red crystal]): (crydie) ) );ROUTINE DRdem; { Dragon Daemon. Increases temper in .my presence }DRdem= (($not ($prop dragon AWAKE)): ($exit 0)) (($eq ($loc .ME) ($loc dragon)): (($eq ($loc [green crystal]) .ME): { even worse! } ($setg Tempr ($plus @Tempr 1))) ($setg Tempr ($plus @Tempr 1)) ){ ($say "His temper is now at ")($num @Tempr)($say "\n") } (($ge @Tempr 7): ($say"Jeez, I didn't know ice dragons could reach their boiling point!In a final flare of rage, he opens his mouth and breathes his frigidbreath in a blast in your direction. It's a bit much for you.\n") (die) ) (($ge @Tempr 6) : ($say "Gee, he looks like he's really at the edge!\n") ($exit 0)) (($ge @Tempr 5) : ($say "This is one upset dragon! Be careful!\n") ($exit 0)) (($ge @Tempr 3) : ($say "He's getting angrier...\n")($exit 0)) ;dragon(WEIGH)=CAPAC;dragon(LDESC)= (($prop dragon AWAKE): ($say"There is a fierce ice dragon glaring balefully in your direction.\n") :{else} ($say"There is a large white dragon sleeping peacefully in the middleof the cavern floor.\n") ) (DRdem);dragon(SDESC)= (($prop dragon AWAKE): ($say "a fierce dragon") : ($say "a somnolent dragon") ) (@LOOKP: ($say "\n") (DRdem)) ;dragon(ACTION)= { Man, the things you can try here... } (($prop dragon AWAKE): { This is the harder stuff } (($eq ($verb) strike): ($say "This just seems to get him angrier!\n") ($setg Tempr ($plus @Tempr 1)) ($exit 1)) (($eq ($verb) throw): (($eq ($iobj) dragon): (($gt ($prop ($dobj) WEIGH) 75): ($say "This just bruises him! Now he's getting mad!\n") ($setg Tempr ($plus @Tempr 1)) ($exit 1) : {else} ($say "That object is just too light to hurt him.\n") ($exit 1) ) : ($say "This amuses the dragon no end!\n") ($exit 1) )) { end of Throw case} :{else} { he's snoozing} (($eq ($verb) wake): ($say "You manage to waken him. He's not happy.\n") ($setg Tempr 1) ($setp dragon AWAKE TRUE) ($exit 1)) (($eq ($verb) strike): ($say "Now you woke him up! He's upset, too!\n") ($setg Tempr 2) ($setp dragon AWAKE TRUE) ($exit 1)) (($eq ($verb) throw): (($eq ($iobj) dragon): (($gt ($prop ($dobj) WEIGH) 75): ($say "It's just heavy enough to waken him. The bruise doesn't helphis temper any either.\n") ($setp dragon AWAKE TRUE) ($setg Tempr 3) ($exit 1) : {else} ($say "That object is just too light to wake him.\n") ($exit 1) ) : ($say "Don't hurt yourself trying!\n") ($exit 1) )) { end of Throw case} );NOUN bed (farm7);bed(WEIGH) = CAPAC;bed(SDESC) = ($say "an old, rickety bed");bed(ACTION) = (($eq ($verb) move): (($prop bed OPEN) : ($say "Stop messing with the bed, it's fragile!\n") ($exit 1) ) ($say"Moving the bed seems to have loosened one of the wall panelson the west wall.\n") ($setp bed OPEN TRUE) ($exit 1) );NOUN panel (farm7);panel(OPENS) = TRUE;panel(WEIGH) = CAPAC;panel(ACTION) = (($or ($eq ($verb) open) ($eq ($verb) pry) ): (($and ($eq ($iobj) crowbar) ($eq ($loc crowbar) .ME)): (($not ($prop bed OPEN)): ($say "There aren't any loose enough.\n") ($exit 1)) ($say"The loose panel comes away, revealing a secret stairway down, down...\n") ($setp panel OPEN TRUE) {else}: ($say "You can't seem to get the panel open.\n") ) ($exit 1) );NOUN knife (farm6);knife(LDESC)= (($prop farm6 VISIT): ($say "There is a carving knife here.\n") :{else} ($say "However,on the table is a large carving knife (suitable for blind mice).\n") );knife(SDESC)=($say "a carving knife");NOUN bottle(town6);bottle (LDESC) = ($say "There is a bottle here.\n");bottle (SDESC) = ($say "a bottle");bottle (TRANS) = TRUE;bottle (ACTION) = (($eq ($verb) open): ($say "Hm, the bottle is somehow sealed shut.\n") ($exit 1)) (($eq ($verb) break): ($say "Wow, is that heavy glass! It won't break!\n") ($exit 1)) (($eq ($verb) strike): (($eq ($iobj) bottle): ($say "Weird thing to do with it.\n") : ($say "Nice try, but it isn't even scratched.\n") ) ($exit 1));NOUN ship(bottle);ship (LDESC) = ($say "There is a model ship here.\n");ship (SDESC) = ($say "a model ship");ship (POINT) = 50;ROUTINE TWN5y;NOUN well(town5);well (WEIGH) = CAPAC;well (ACTION) = (($eq ($iobj) well): (($eq ($verb) put): (cdrop) (TWN5y) ($exit 1) ) );NOUN insignia;insignia (WEIGH) = CAPAC;insignia (ACTION) = ($say "There's nothing useful to do with the insignia.\n") ($exit 1);square=insignia;ADJECTIVE glass;NOUN glass box(cel08);glass box(HOLDS)=1;glass box(TRANS)=TRUE;glass box(OPENS)=TRUE;glass box(OPEN)=FALSE;glass box(SHRNK)=TRUE; { First seen as a tiny box }glass box(LDESC) = (($eq ($prop .ME SHRNK) ($prop [glass box] SHRNK)): ($say "There is a big glass case here.\n") ($setp [glass box] WEIGH CAPAC) ($setp [glass box] HOLDS 50) {else}: (($prop .ME SHRNK): ($say"Before you looms a huge glass wall, inscribed with the words, 'program error!'\n") {else} : ($say"There is a tiny glass box with a snap lid here.\n") ($setp [glass box] WEIGH 5) ($setp [glass box] HOLDS 1) ) );glass box(SDESC) = (($eq ($prop .ME SHRNK) ($prop [glass box] SHRNK)): ($say "a glass case") ($setp [glass box] WEIGH CAPAC) ($setp [glass box] HOLDS 50) {else}: (($prop .ME SHRNK): ($say"a huge glass wall, inscribed with the words, 'program error'") {else} : ($say "a tiny glass box") ($setp [glass box] WEIGH 5) ($setp [glass box] HOLDS 1) ) );case=glass box;NOUN sand(glass box);sand(SHRNK)=TRUE;sand(WEIGH)=1;sand(LDESC)=(($and ($prop sand SHRNK) ($not ($prop .ME SHRNK))): ($setp sand POINT 0) ($say "There is a grain of sand here.\n") {else}: ($say "There is a beautiful porcelain statue here!\n") ($setp sand POINT 50) );sand(SDESC)=(($and ($prop sand SHRNK) ($not ($prop .ME SHRNK))): ($setp sand POINT 0) ($say "a grain of sand") : ($say "a porcelain statue") ($setp sand POINT 50) );statue=sand;sand(ACTION)=(($eq ($verb) take): (($and ($prop sand SHRNK) ($not ($prop .ME SHRNK))): ($say "You fumble the grain of sand and lose it on the ground.\n") ($move sand .ALL) ($exit 1) ) );NOUN hole;NOUN saw(toolbox);saw(WEIGH) = 20;saw(LDESC) = ($say "There is a saw here.\n");saw(SDESC) = ($say "a saw");saw(ACTION) = (($eq ($verb) cut): (($eq ($dobj) hole): (($eq ($loc .ME) cel13): (($prop cel13 HOLED): ($say "There's already one here!\n") ($exit 1) :{else} ($say"You cut a hole in the thick ice; icy water sloshes about two feet down.\n") ($setp cel13 HOLED TRUE) ($move hole cel13) ($exit 1) ) ) { cutting a hole somewhere else } ($say "There's nowhere to cut a hole.\n") ($exit 1) ) ($say "The saw isn't used that way.\n") ($exit 1) );
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -