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Jan 26th, 2018
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  1. <!--Saved by Quest 5.7.6404.15496-->
  2. <asl version="550">
  3. <include ref="English.aslx" />
  4. <include ref="Core.aslx" />
  5. <include ref="StackLib.aslx" />
  6. <include ref="ConvLib.aslx" />
  7. <include ref="ShopLib.aslx" />
  8. <include ref="CombatLib.aslx" />
  9. <include ref="ClothingLib.aslx" />
  10. <game name="Quest for the magic Ring">
  11. <gameid>a2d49300-46cb-48a8-8e22-8ddd04eb6545</gameid>
  12. <version>1.0</version>
  13. <firstpublished>2018</firstpublished>
  14. <showhealth type="boolean">false</showhealth>
  15. <showmoney />
  16. <feature_limitinventory />
  17. <feature_lightdark />
  18. <feature_asktell />
  19. <feature_annotations />
  20. <attr name="feature_advancedwearables" type="boolean">false</attr>
  21. <appendobjectdescription />
  22. <allowlookdirections />
  23. <category>RPG</category>
  24. <feature_advancedscripts />
  25. <showscore type="boolean">false</showscore>
  26. <clearscreenonroomenter />
  27. <attr name="autodescription_youarein_newline" type="boolean">false</attr>
  28. <attr name="autodescription_youcansee_newline" type="boolean">false</attr>
  29. <attr name="autodescription_youcango_newline" type="boolean">false</attr>
  30. <attr name="autodescription_description_newline" type="boolean">false</attr>
  31. <showreactions />
  32. <start type="script">
  33. CombatInitialise
  34. raceselect
  35. </start>
  36. </game>
  37. <object name="room">
  38. <inherit name="editor_room" />
  39. <enter type="script">
  40. </enter>
  41. <object name="player">
  42. <inherit name="editor_object" />
  43. <inherit name="editor_player" />
  44. <money type="int">50</money>
  45. <statusattributes type="stringdictionary">
  46. <item>
  47. <key>Combat</key>
  48. <value></value>
  49. </item>
  50. <item>
  51. <key>Knowledge</key>
  52. <value></value>
  53. </item>
  54. <item>
  55. <key>Intimidation</key>
  56. <value></value>
  57. </item>
  58. <item>
  59. <key>Charm</key>
  60. <value></value>
  61. </item>
  62. <item>
  63. <key>Stealth</key>
  64. <value></value>
  65. </item>
  66. <item>
  67. <key>Survival</key>
  68. <value></value>
  69. </item>
  70. <item>
  71. <key>Awareness</key>
  72. <value></value>
  73. </item>
  74. <item>
  75. <key>Healing</key>
  76. <value></value>
  77. </item>
  78. <item>
  79. <key>Magic</key>
  80. <value></value>
  81. </item>
  82. <item>
  83. <key>race</key>
  84. <value></value>
  85. </item>
  86. </statusattributes>
  87. <volume type="int">100</volume>
  88. <containerfullmessage>You can't carry any more! It's too heavy!</containerfullmessage>
  89. <turncount type="int">0</turncount>
  90. </object>
  91. </object>
  92. <object name="characters">
  93. <inherit name="editor_room" />
  94. <object name="Soldier">
  95. <inherit name="editor_object" />
  96. <inherit name="editor_player" />
  97. <inherit name="characterclass" />
  98. <feature_player />
  99. <Class>Soldier</Class>
  100. <MaxHealth type="int">40</MaxHealth>
  101. <statusattributes type="stringdictionary">
  102. <item>
  103. <key>HP</key>
  104. <value></value>
  105. </item>
  106. <item>
  107. <key>Armor</key>
  108. <value></value>
  109. </item>
  110. <item>
  111. <key>Combat</key>
  112. <value></value>
  113. </item>
  114. <item>
  115. <key>MP</key>
  116. <value></value>
  117. </item>
  118. <item>
  119. <key>Intimidate</key>
  120. <value></value>
  121. </item>
  122. <item>
  123. <key>Knowledge</key>
  124. <value></value>
  125. </item>
  126. <item>
  127. <key>Charm</key>
  128. <value></value>
  129. </item>
  130. <item>
  131. <key>Stealth</key>
  132. <value></value>
  133. </item>
  134. <item>
  135. <key>Survival</key>
  136. <value></value>
  137. </item>
  138. <item>
  139. <key>Awareness</key>
  140. <value></value>
  141. </item>
  142. <item>
  143. <key>Healing</key>
  144. <value></value>
  145. </item>
  146. <item>
  147. <key>Magic</key>
  148. <value></value>
  149. </item>
  150. </statusattributes>
  151. </object>
  152. <object name="Mage">
  153. <inherit name="editor_object" />
  154. <inherit name="editor_player" />
  155. <inherit name="characterclass" />
  156. <feature_player />
  157. <Class>Soldier</Class>
  158. <MaxHealth type="int">38</MaxHealth>
  159. <statusattributes type="stringdictionary">
  160. <item>
  161. <key>HP</key>
  162. <value></value>
  163. </item>
  164. <item>
  165. <key>Armor</key>
  166. <value></value>
  167. </item>
  168. <item>
  169. <key>Combat</key>
  170. <value></value>
  171. </item>
  172. <item>
  173. <key>MP</key>
  174. <value></value>
  175. </item>
  176. <item>
  177. <key>Intimidate</key>
  178. <value></value>
  179. </item>
  180. <item>
  181. <key>Knowledge</key>
  182. <value></value>
  183. </item>
  184. <item>
  185. <key>Charm</key>
  186. <value></value>
  187. </item>
  188. <item>
  189. <key>Stealth</key>
  190. <value></value>
  191. </item>
  192. <item>
  193. <key>Survival</key>
  194. <value></value>
  195. </item>
  196. <item>
  197. <key>Awareness</key>
  198. <value></value>
  199. </item>
  200. <item>
  201. <key>Healing</key>
  202. <value></value>
  203. </item>
  204. <item>
  205. <key>Magic</key>
  206. <value></value>
  207. </item>
  208. <item>
  209. <key>Equipment</key>
  210. <value></value>
  211. </item>
  212. </statusattributes>
  213. </object>
  214. <object name="Thief">
  215. <inherit name="editor_object" />
  216. <inherit name="editor_player" />
  217. <inherit name="characterclass" />
  218. <feature_player />
  219. <Class>Soldier</Class>
  220. <MaxHealth type="int">40</MaxHealth>
  221. <statusattributes type="stringdictionary">
  222. <item>
  223. <key>HP</key>
  224. <value></value>
  225. </item>
  226. <item>
  227. <key>Armor</key>
  228. <value></value>
  229. </item>
  230. <item>
  231. <key>Combat</key>
  232. <value></value>
  233. </item>
  234. <item>
  235. <key>MP</key>
  236. <value></value>
  237. </item>
  238. <item>
  239. <key>Intimidate</key>
  240. <value></value>
  241. </item>
  242. <item>
  243. <key>Knowledge</key>
  244. <value></value>
  245. </item>
  246. <item>
  247. <key>Charm</key>
  248. <value></value>
  249. </item>
  250. <item>
  251. <key>Stealth</key>
  252. <value></value>
  253. </item>
  254. <item>
  255. <key>Survival</key>
  256. <value></value>
  257. </item>
  258. <item>
  259. <key>Awareness</key>
  260. <value></value>
  261. </item>
  262. <item>
  263. <key>Healing</key>
  264. <value></value>
  265. </item>
  266. <item>
  267. <key>Magic</key>
  268. <value></value>
  269. </item>
  270. <item>
  271. <key>Equipment</key>
  272. <value></value>
  273. </item>
  274. </statusattributes>
  275. </object>
  276. <object name="Priest">
  277. <inherit name="editor_object" />
  278. <inherit name="editor_player" />
  279. <inherit name="characterclass" />
  280. <feature_player />
  281. <Class>Soldier</Class>
  282. <MaxHealth type="int">40</MaxHealth>
  283. <statusattributes type="stringdictionary">
  284. <item>
  285. <key>HP</key>
  286. <value></value>
  287. </item>
  288. <item>
  289. <key>Armor</key>
  290. <value></value>
  291. </item>
  292. <item>
  293. <key>Combat</key>
  294. <value></value>
  295. </item>
  296. <item>
  297. <key>MP</key>
  298. <value></value>
  299. </item>
  300. <item>
  301. <key>Intimidate</key>
  302. <value></value>
  303. </item>
  304. <item>
  305. <key>Knowledge</key>
  306. <value></value>
  307. </item>
  308. <item>
  309. <key>Charm</key>
  310. <value></value>
  311. </item>
  312. <item>
  313. <key>Stealth</key>
  314. <value></value>
  315. </item>
  316. <item>
  317. <key>Survival</key>
  318. <value></value>
  319. </item>
  320. <item>
  321. <key>Awareness</key>
  322. <value></value>
  323. </item>
  324. <item>
  325. <key>Healing</key>
  326. <value></value>
  327. </item>
  328. <item>
  329. <key>Magic</key>
  330. <value></value>
  331. </item>
  332. <item>
  333. <key>Equipment</key>
  334. <value></value>
  335. </item>
  336. </statusattributes>
  337. <Health type="int">20</Health>
  338. </object>
  339. <object name="Hunter">
  340. <inherit name="editor_object" />
  341. <inherit name="editor_player" />
  342. <inherit name="characterclass" />
  343. <feature_player />
  344. <Class>Soldier</Class>
  345. <MaxHealth type="int">40</MaxHealth>
  346. <statusattributes type="stringdictionary">
  347. <item>
  348. <key>HP</key>
  349. <value></value>
  350. </item>
  351. <item>
  352. <key>Armor</key>
  353. <value></value>
  354. </item>
  355. <item>
  356. <key>Combat</key>
  357. <value></value>
  358. </item>
  359. <item>
  360. <key>MP</key>
  361. <value></value>
  362. </item>
  363. <item>
  364. <key>Intimidate</key>
  365. <value></value>
  366. </item>
  367. <item>
  368. <key>Knowledge</key>
  369. <value></value>
  370. </item>
  371. <item>
  372. <key>Charm</key>
  373. <value></value>
  374. </item>
  375. <item>
  376. <key>Stealth</key>
  377. <value></value>
  378. </item>
  379. <item>
  380. <key>Survival</key>
  381. <value></value>
  382. </item>
  383. <item>
  384. <key>Awareness</key>
  385. <value></value>
  386. </item>
  387. <item>
  388. <key>Healing</key>
  389. <value></value>
  390. </item>
  391. <item>
  392. <key>Magic</key>
  393. <value></value>
  394. </item>
  395. <item>
  396. <key>Equipment</key>
  397. <value></value>
  398. </item>
  399. </statusattributes>
  400. </object>
  401. <object name="Bard">
  402. <inherit name="editor_object" />
  403. <inherit name="editor_player" />
  404. <inherit name="characterclass" />
  405. <feature_player />
  406. <Class>Soldier</Class>
  407. <MaxHealth type="int">40</MaxHealth>
  408. <statusattributes type="stringdictionary">
  409. <item>
  410. <key>HP</key>
  411. <value></value>
  412. </item>
  413. <item>
  414. <key>Armor</key>
  415. <value></value>
  416. </item>
  417. <item>
  418. <key>Combat</key>
  419. <value></value>
  420. </item>
  421. <item>
  422. <key>MP</key>
  423. <value></value>
  424. </item>
  425. <item>
  426. <key>Intimidate</key>
  427. <value></value>
  428. </item>
  429. <item>
  430. <key>Knowledge</key>
  431. <value></value>
  432. </item>
  433. <item>
  434. <key>Charm</key>
  435. <value></value>
  436. </item>
  437. <item>
  438. <key>Stealth</key>
  439. <value></value>
  440. </item>
  441. <item>
  442. <key>Survival</key>
  443. <value></value>
  444. </item>
  445. <item>
  446. <key>Awareness</key>
  447. <value></value>
  448. </item>
  449. <item>
  450. <key>Healing</key>
  451. <value></value>
  452. </item>
  453. <item>
  454. <key>Magic</key>
  455. <value></value>
  456. </item>
  457. <item>
  458. <key>Equipment</key>
  459. <value></value>
  460. </item>
  461. </statusattributes>
  462. </object>
  463. <object name="Paladin">
  464. <inherit name="editor_object" />
  465. <inherit name="editor_player" />
  466. <inherit name="characterclass" />
  467. <feature_player />
  468. <Class>Soldier</Class>
  469. <MaxHealth type="int">40</MaxHealth>
  470. <statusattributes type="stringdictionary">
  471. <item>
  472. <key>HP</key>
  473. <value></value>
  474. </item>
  475. <item>
  476. <key>Armor</key>
  477. <value></value>
  478. </item>
  479. <item>
  480. <key>Combat</key>
  481. <value></value>
  482. </item>
  483. <item>
  484. <key>MP</key>
  485. <value></value>
  486. </item>
  487. <item>
  488. <key>Intimidate</key>
  489. <value></value>
  490. </item>
  491. <item>
  492. <key>Knowledge</key>
  493. <value></value>
  494. </item>
  495. <item>
  496. <key>Charm</key>
  497. <value></value>
  498. </item>
  499. <item>
  500. <key>Stealth</key>
  501. <value></value>
  502. </item>
  503. <item>
  504. <key>Survival</key>
  505. <value></value>
  506. </item>
  507. <item>
  508. <key>Awareness</key>
  509. <value></value>
  510. </item>
  511. <item>
  512. <key>Healing</key>
  513. <value></value>
  514. </item>
  515. <item>
  516. <key>Magic</key>
  517. <value></value>
  518. </item>
  519. <item>
  520. <key>Equipment</key>
  521. <value></value>
  522. </item>
  523. </statusattributes>
  524. </object>
  525. </object>
  526. <object name="weapons">
  527. <inherit name="editor_room" />
  528. <object name="Long Sword">
  529. <inherit name="editor_object" />
  530. <inherit name="weapontype" />
  531. <inherit name="wearable" />
  532. <inherit name="weapon" />
  533. <feature_wearable />
  534. <attr name="wear_layer" type="int">3</attr>
  535. <wear_slots type="stringlist">
  536. <value>Weapon</value>
  537. </wear_slots>
  538. <bonusatts>Combat+5</bonusatts>
  539. <volume type="int">3</volume>
  540. <multistate />
  541. <advanced />
  542. <damagedicenumber type="int">2</damagedicenumber>
  543. <damagedicesides type="int">4</damagedicesides>
  544. <damagebonus type="int">2</damagebonus>
  545. <take type="script">
  546. msg (DynamicTemplate("TakeSuccessful", this))
  547. this.parent = game.pov
  548. SetVerbs
  549. if (game.pov.Class = "Soldier") {
  550. msg (DynamicTemplate("TakeSuccessful", this))
  551. this.parent = game.pov
  552. SetVerbs
  553. }
  554. </take>
  555. </object>
  556. </object>
  557. <object name="basic_items">
  558. <inherit name="editor_room" />
  559. <object name="Pouch of Potions">
  560. <inherit name="editor_object" />
  561. <inherit name="container_limited" />
  562. <inherit name="wearable" />
  563. <feature_container />
  564. <look>This is a pouch for potions.</look>
  565. <inroomdescription>This is a pouch.</inroomdescription>
  566. <listalias>Pouch</listalias>
  567. <alt type="stringlist">
  568. <value>Potions Pouch</value>
  569. </alt>
  570. <volume type="int">20</volume>
  571. <feature_wearable />
  572. <attr name="wear_layer" type="int">3</attr>
  573. <wear_slots type="stringlist">
  574. <value>Pouch</value>
  575. </wear_slots>
  576. </object>
  577. </object>
  578. <object name="health_items">
  579. <inherit name="editor_room" />
  580. <object name="Small_Potion">
  581. <inherit name="editor_object" />
  582. <inherit name="healthitem" />
  583. <inherit name="childstack_object" />
  584. <stackparent type="object">Small Potion Stack</stackparent>
  585. </object>
  586. <object name="Basic_Potion">
  587. <inherit name="editor_object" />
  588. <inherit name="healthitem" />
  589. <attr name="feature_usegive" type="boolean">false</attr>
  590. <use type="boolean">false</use>
  591. </object>
  592. <object name="Super_Potion">
  593. <inherit name="editor_object" />
  594. <inherit name="healthitem" />
  595. </object>
  596. </object>
  597. <object name="armor">
  598. <inherit name="editor_room" />
  599. <object name="Cloth">
  600. <inherit name="editor_object" />
  601. <inherit name="armortype" />
  602. </object>
  603. <object name="Leather">
  604. <inherit name="editor_object" />
  605. <inherit name="armortype" />
  606. </object>
  607. <object name="Chainmail">
  608. <inherit name="editor_object" />
  609. <inherit name="armortype" />
  610. </object>
  611. </object>
  612. <object name="start">
  613. <inherit name="editor_room" />
  614. </object>
  615. <object name="race">
  616. <inherit name="editor_object" />
  617. <object name="Human">
  618. <inherit name="editor_object" />
  619. <inherit name="characterclass" />
  620. <inherit name="editor_player" />
  621. <Charm type="int">0</Charm>
  622. <Survival type="int">0</Survival>
  623. <feature_player />
  624. <Class type="string"></Class>
  625. <money type="int">60</money>
  626. <HP type="string"></HP>
  627. <Combat type="int">0</Combat>
  628. <Intimidate type="int">0</Intimidate>
  629. <Knowledge type="int">0</Knowledge>
  630. <Stealth type="int">0</Stealth>
  631. <Awareness type="int">0</Awareness>
  632. <Healing type="int">0</Healing>
  633. <Magic type="int">0</Magic>
  634. <statusattributes type="stringdictionary">
  635. <item>
  636. <key>gender</key>
  637. <value></value>
  638. </item>
  639. <item>
  640. <key>Class</key>
  641. <value></value>
  642. </item>
  643. <item>
  644. <key>HP</key>
  645. <value></value>
  646. </item>
  647. <item>
  648. <key>MP</key>
  649. <value></value>
  650. </item>
  651. <item>
  652. <key>Armor</key>
  653. <value></value>
  654. </item>
  655. <item>
  656. <key>Combat</key>
  657. <value></value>
  658. </item>
  659. <item>
  660. <key>Charm</key>
  661. <value></value>
  662. </item>
  663. <item>
  664. <key>Deceive</key>
  665. <value></value>
  666. </item>
  667. <item>
  668. <key>Intimidate</key>
  669. <value></value>
  670. </item>
  671. <item>
  672. <key>Knowledge</key>
  673. <value></value>
  674. </item>
  675. <item>
  676. <key>Stealth</key>
  677. <value></value>
  678. </item>
  679. <item>
  680. <key>Survival</key>
  681. <value></value>
  682. </item>
  683. <item>
  684. <key>Awareness</key>
  685. <value></value>
  686. </item>
  687. <item>
  688. <key>Healing</key>
  689. <value></value>
  690. </item>
  691. <item>
  692. <key>Magic</key>
  693. <value></value>
  694. </item>
  695. </statusattributes>
  696. <RaceHealth type="int">0</RaceHealth>
  697. <RaceMagic type="int">0</RaceMagic>
  698. </object>
  699. <object name="Dwarf">
  700. <inherit name="editor_object" />
  701. <inherit name="characterclass" />
  702. <inherit name="editor_player" />
  703. <Charm type="int">-5</Charm>
  704. <Survival type="int">5</Survival>
  705. <feature_player />
  706. <Class type="string"></Class>
  707. <money type="int">50</money>
  708. <HP type="string"></HP>
  709. <Combat type="int">0</Combat>
  710. <Intimidate type="int">0</Intimidate>
  711. <Knowledge type="int">0</Knowledge>
  712. <Stealth type="int">0</Stealth>
  713. <Awareness type="int">0</Awareness>
  714. <Healing type="int">0</Healing>
  715. <Magic type="int">0</Magic>
  716. <statusattributes type="stringdictionary">
  717. <item>
  718. <key>gender</key>
  719. <value></value>
  720. </item>
  721. <item>
  722. <key>Class</key>
  723. <value></value>
  724. </item>
  725. <item>
  726. <key>HP</key>
  727. <value></value>
  728. </item>
  729. <item>
  730. <key>MP</key>
  731. <value></value>
  732. </item>
  733. <item>
  734. <key>Armor</key>
  735. <value></value>
  736. </item>
  737. <item>
  738. <key>Combat</key>
  739. <value></value>
  740. </item>
  741. <item>
  742. <key>Charm</key>
  743. <value></value>
  744. </item>
  745. <item>
  746. <key>Deceive</key>
  747. <value></value>
  748. </item>
  749. <item>
  750. <key>Intimidate</key>
  751. <value></value>
  752. </item>
  753. <item>
  754. <key>Knowledge</key>
  755. <value></value>
  756. </item>
  757. <item>
  758. <key>Stealth</key>
  759. <value></value>
  760. </item>
  761. <item>
  762. <key>Survival</key>
  763. <value></value>
  764. </item>
  765. <item>
  766. <key>Awareness</key>
  767. <value></value>
  768. </item>
  769. <item>
  770. <key>Healing</key>
  771. <value></value>
  772. </item>
  773. <item>
  774. <key>Magic</key>
  775. <value></value>
  776. </item>
  777. </statusattributes>
  778. <RaceHealth type="int">10</RaceHealth>
  779. <RaceMagic type="int">5</RaceMagic>
  780. </object>
  781. <object name="Elf">
  782. <inherit name="editor_object" />
  783. <inherit name="characterclass" />
  784. <inherit name="editor_player" />
  785. <Charm type="int">0</Charm>
  786. <Survival type="int">0</Survival>
  787. <feature_player />
  788. <Class type="string"></Class>
  789. <money type="int">50</money>
  790. <HP type="string"></HP>
  791. <Combat type="int">-5</Combat>
  792. <Intimidate type="int">0</Intimidate>
  793. <Knowledge type="int">0</Knowledge>
  794. <Stealth type="int">0</Stealth>
  795. <Awareness type="int">0</Awareness>
  796. <Healing type="int">0</Healing>
  797. <Magic type="int">5</Magic>
  798. <statusattributes type="stringdictionary">
  799. <item>
  800. <key>gender</key>
  801. <value></value>
  802. </item>
  803. <item>
  804. <key>Class</key>
  805. <value></value>
  806. </item>
  807. <item>
  808. <key>HP</key>
  809. <value></value>
  810. </item>
  811. <item>
  812. <key>MP</key>
  813. <value></value>
  814. </item>
  815. <item>
  816. <key>Armor</key>
  817. <value></value>
  818. </item>
  819. <item>
  820. <key>Combat</key>
  821. <value></value>
  822. </item>
  823. <item>
  824. <key>Knowledge</key>
  825. <value></value>
  826. </item>
  827. <item>
  828. <key>Charm</key>
  829. <value></value>
  830. </item>
  831. <item>
  832. <key>Deceive</key>
  833. <value></value>
  834. </item>
  835. <item>
  836. <key>Intimidate</key>
  837. <value></value>
  838. </item>
  839. <item>
  840. <key>Stealth</key>
  841. <value></value>
  842. </item>
  843. <item>
  844. <key>Survival</key>
  845. <value></value>
  846. </item>
  847. <item>
  848. <key>Awareness</key>
  849. <value></value>
  850. </item>
  851. <item>
  852. <key>Healing</key>
  853. <value></value>
  854. </item>
  855. <item>
  856. <key>Magic</key>
  857. <value></value>
  858. </item>
  859. </statusattributes>
  860. <RaceHealth type="int">-5</RaceHealth>
  861. <RaceMagic type="int">15</RaceMagic>
  862. </object>
  863. <object name="Halfling">
  864. <inherit name="editor_object" />
  865. <inherit name="characterclass" />
  866. <inherit name="editor_player" />
  867. <Charm type="int">0</Charm>
  868. <Survival type="int">0</Survival>
  869. <feature_player />
  870. <Class type="string"></Class>
  871. <money type="int">50</money>
  872. <HP type="string"></HP>
  873. <Combat type="int">0</Combat>
  874. <Intimidate type="int">-5</Intimidate>
  875. <Knowledge type="int">0</Knowledge>
  876. <Stealth type="int">5</Stealth>
  877. <Awareness type="int">0</Awareness>
  878. <Healing type="int">0</Healing>
  879. <Magic type="int">0</Magic>
  880. <statusattributes type="stringdictionary">
  881. <item>
  882. <key>gender</key>
  883. <value></value>
  884. </item>
  885. <item>
  886. <key>Class</key>
  887. <value></value>
  888. </item>
  889. <item>
  890. <key>HP</key>
  891. <value></value>
  892. </item>
  893. <item>
  894. <key>MP</key>
  895. <value></value>
  896. </item>
  897. <item>
  898. <key>Armor</key>
  899. <value></value>
  900. </item>
  901. <item>
  902. <key>Combat</key>
  903. <value></value>
  904. </item>
  905. <item>
  906. <key>Knowledge</key>
  907. <value></value>
  908. </item>
  909. <item>
  910. <key>Charm</key>
  911. <value></value>
  912. </item>
  913. <item>
  914. <key>Deceive</key>
  915. <value></value>
  916. </item>
  917. <item>
  918. <key>Intimidate</key>
  919. <value></value>
  920. </item>
  921. <item>
  922. <key>Stealth</key>
  923. <value></value>
  924. </item>
  925. <item>
  926. <key>Survival</key>
  927. <value></value>
  928. </item>
  929. <item>
  930. <key>Awareness</key>
  931. <value></value>
  932. </item>
  933. <item>
  934. <key>Healing</key>
  935. <value></value>
  936. </item>
  937. <item>
  938. <key>Magic</key>
  939. <value></value>
  940. </item>
  941. </statusattributes>
  942. <RaceHealth type="int">-10</RaceHealth>
  943. <MP type="string"></MP>
  944. <RaceMagic type="int">-5</RaceMagic>
  945. </object>
  946. <object name="Orc">
  947. <inherit name="editor_object" />
  948. <inherit name="characterclass" />
  949. <inherit name="editor_player" />
  950. <Charm type="int">0</Charm>
  951. <Survival type="int">0</Survival>
  952. <feature_player />
  953. <Class type="string"></Class>
  954. <money type="int">50</money>
  955. <HP type="string"></HP>
  956. <Combat type="int">5</Combat>
  957. <Intimidate type="int">0</Intimidate>
  958. <Knowledge type="int">-5</Knowledge>
  959. <Stealth type="int">0</Stealth>
  960. <Awareness type="int">0</Awareness>
  961. <Healing type="int">0</Healing>
  962. <Magic type="int">0</Magic>
  963. <statusattributes type="stringdictionary">
  964. <item>
  965. <key>gender</key>
  966. <value></value>
  967. </item>
  968. <item>
  969. <key>Class</key>
  970. <value></value>
  971. </item>
  972. <item>
  973. <key>HP</key>
  974. <value></value>
  975. </item>
  976. <item>
  977. <key>MP</key>
  978. <value></value>
  979. </item>
  980. <item>
  981. <key>Armor</key>
  982. <value></value>
  983. </item>
  984. <item>
  985. <key>Combat</key>
  986. <value></value>
  987. </item>
  988. <item>
  989. <key>Knowledge</key>
  990. <value></value>
  991. </item>
  992. <item>
  993. <key>Charm</key>
  994. <value></value>
  995. </item>
  996. <item>
  997. <key>Deceive</key>
  998. <value></value>
  999. </item>
  1000. <item>
  1001. <key>Intimidate</key>
  1002. <value></value>
  1003. </item>
  1004. <item>
  1005. <key>Stealth</key>
  1006. <value></value>
  1007. </item>
  1008. <item>
  1009. <key>Survival</key>
  1010. <value></value>
  1011. </item>
  1012. <item>
  1013. <key>Awareness</key>
  1014. <value></value>
  1015. </item>
  1016. <item>
  1017. <key>Healing</key>
  1018. <value></value>
  1019. </item>
  1020. <item>
  1021. <key>Magic</key>
  1022. <value></value>
  1023. </item>
  1024. </statusattributes>
  1025. <RaceHealth type="int">20</RaceHealth>
  1026. <RaceMagic type="int">0</RaceMagic>
  1027. </object>
  1028. <object name="Goblin">
  1029. <inherit name="editor_object" />
  1030. <inherit name="characterclass" />
  1031. <inherit name="editor_player" />
  1032. <Charm type="int">0</Charm>
  1033. <Survival type="int">0</Survival>
  1034. <feature_player />
  1035. <Class type="string"></Class>
  1036. <money type="int">50</money>
  1037. <HP type="string"></HP>
  1038. <Combat type="int">0</Combat>
  1039. <Intimidate type="int">0</Intimidate>
  1040. <Knowledge type="int">0</Knowledge>
  1041. <Stealth type="int">0</Stealth>
  1042. <Awareness type="int">0</Awareness>
  1043. <Healing type="int">-5</Healing>
  1044. <Magic type="int">0</Magic>
  1045. <statusattributes type="stringdictionary">
  1046. <item>
  1047. <key>gender</key>
  1048. <value></value>
  1049. </item>
  1050. <item>
  1051. <key>Class</key>
  1052. <value></value>
  1053. </item>
  1054. <item>
  1055. <key>HP</key>
  1056. <value></value>
  1057. </item>
  1058. <item>
  1059. <key>MP</key>
  1060. <value></value>
  1061. </item>
  1062. <item>
  1063. <key>Armor</key>
  1064. <value></value>
  1065. </item>
  1066. <item>
  1067. <key>Combat</key>
  1068. <value></value>
  1069. </item>
  1070. <item>
  1071. <key>Knowledge</key>
  1072. <value></value>
  1073. </item>
  1074. <item>
  1075. <key>Charm</key>
  1076. <value></value>
  1077. </item>
  1078. <item>
  1079. <key>Deceive</key>
  1080. <value></value>
  1081. </item>
  1082. <item>
  1083. <key>Intimidate</key>
  1084. <value></value>
  1085. </item>
  1086. <item>
  1087. <key>Stealth</key>
  1088. <value></value>
  1089. </item>
  1090. <item>
  1091. <key>Survival</key>
  1092. <value></value>
  1093. </item>
  1094. <item>
  1095. <key>Awareness</key>
  1096. <value></value>
  1097. </item>
  1098. <item>
  1099. <key>Healing</key>
  1100. <value></value>
  1101. </item>
  1102. <item>
  1103. <key>Magic</key>
  1104. <value></value>
  1105. </item>
  1106. </statusattributes>
  1107. <RaceHealth type="int">5</RaceHealth>
  1108. <RaceMagic type="int">10</RaceMagic>
  1109. <Deceive type="int">5</Deceive>
  1110. </object>
  1111. </object>
  1112. <object name="Character_Setup">
  1113. <inherit name="editor_room" />
  1114. <object name="Common Long Sword">
  1115. <inherit name="editor_object" />
  1116. <inherit name="weapontype" />
  1117. <inherit name="wearable" />
  1118. <inherit name="weapon" />
  1119. <attr name="feature_wearable" type="boolean">false</attr>
  1120. <attr name="wear_layer" type="int">4</attr>
  1121. <wear_slots type="stringlist">
  1122. <value>Weapon</value>
  1123. </wear_slots>
  1124. <bonusatts>Combat+5</bonusatts>
  1125. <volume type="int">3</volume>
  1126. <multistate type="boolean">false</multistate>
  1127. <advanced />
  1128. <damagedicenumber type="int">2</damagedicenumber>
  1129. <damagedicesides type="int">6</damagedicesides>
  1130. <damagebonus type="int">2</damagebonus>
  1131. <take type="script">
  1132. msg (DynamicTemplate("TakeSuccessful", this))
  1133. this.parent = game.pov
  1134. SetVerbs
  1135. if (game.pov.Class = "Soldier") {
  1136. msg (DynamicTemplate("TakeSuccessful", this))
  1137. this.parent = game.pov
  1138. SetVerbs
  1139. }
  1140. </take>
  1141. </object>
  1142. <object name="Shield">
  1143. <inherit name="editor_object" />
  1144. <inherit name="wearable" />
  1145. <inherit name="shield" />
  1146. <attr name="wear_layer" type="int">3</attr>
  1147. <wear_slots type="stringlist">
  1148. <value>Shield</value>
  1149. </wear_slots>
  1150. <advanced />
  1151. <removeable />
  1152. </object>
  1153. <object name="Goblin1">
  1154. <inherit name="editor_object" />
  1155. <inherit name="monster" />
  1156. <alias>Goblin</alias>
  1157. <level type="int">1</level>
  1158. <attackbonus type="int">0</attackbonus>
  1159. <reflectsmagic type="boolean">false</reflectsmagic>
  1160. <monstertype>Goblinoid</monstertype>
  1161. </object>
  1162. </object>
  1163. <object name="Class_Select">
  1164. <inherit name="editor_room" />
  1165. </object>
  1166. <object name="spellbook">
  1167. <inherit name="editor_room" />
  1168. <object name="Fireball">
  1169. <inherit name="editor_object" />
  1170. </object>
  1171. <object name="Mystic Light">
  1172. <inherit name="editor_object" />
  1173. </object>
  1174. </object>
  1175. <object name="Stack Room">
  1176. <inherit name="editor_room" />
  1177. <object name="Small Potion Stack">
  1178. <inherit name="editor_object" />
  1179. <inherit name="healthitem" />
  1180. <inherit name="homo_stack_container" />
  1181. </object>
  1182. </object>
  1183. <object name="Cave of Alignment">
  1184. <inherit name="editor_room" />
  1185. <dark type="boolean">false</dark>
  1186. <description><![CDATA[This is a reminder for myself. Combine Tutorial with Moral Test. Determine Lawful/Chaotic and Good/Evil values. 0-100 values, each choice adds or removes from the values. <br/><br/>Start True Neutral for most. <br/><br/>Paladin = 75 Lawful 75 Good<br/>Goblin = 25 Chaotic 25 Evil<br/>Priest = 50 Neutral 75 Good<br/>Thief = 25 Chaotic 50 Neutral<br/><br/>0 Chaotic - Lawful 100<br/>0 Evil - Good 100]]></description>
  1187. </object>
  1188. <object name="South Warren Dj Inn">
  1189. <inherit name="editor_room" />
  1190. <alias>South Warren - Dj Inn</alias>
  1191. <description>The inn is lively, with lots of people, and even a small group of Bards playing in the background. The decorations are mostly warm-colored, with well-kept furniture spread through-out. Opposite the door, front and center, is the Innkeeper.</description>
  1192. <enter type="script">
  1193. play sound ("23_The_Slaughtered_Ox.mp3", false, true)
  1194. </enter>
  1195. <onexit type="script">
  1196. stop sound
  1197. </onexit>
  1198. <beforeenter type="script"><![CDATA[
  1199. if (game.pov.Charm <= 14) {
  1200. HideTopic (mary dr black)
  1201. }
  1202. else if (game.pov.Charm >= 15) {
  1203. ShowTopic (mary dr black)
  1204. }
  1205. ]]></beforeenter>
  1206. <exit alias="up" to="South Warren Dj Inn Upstairs Hall 1">
  1207. <inherit name="updirection" />
  1208. <message>South Warren - Dj Inn - Upstairs Hall 1</message>
  1209. </exit>
  1210. <object name="Innkeeper">
  1211. <inherit name="editor_object" />
  1212. <inherit name="talkingchar" />
  1213. <activeconversations />
  1214. <greet type="script">
  1215. </greet>
  1216. </object>
  1217. <object name="Marie">
  1218. <inherit name="editor_object" />
  1219. <inherit name="talkingchar" />
  1220. <inherit name="namedfemale" />
  1221. <reactions><![CDATA[@<br/>greeting<br/>true<br/>'Hi!' says Mary<br/><br/>@<br/>plain hat<br/># ghhjhj<br/>plain_hat.worn<br/>'Oh, you are wearing a hat,' says Mary.<br/>& this testscript<br/><br/>@<br/>fancy hat<br/>fancy_hat.worn<br/>'Wow, what a fancy hat,' says Mary.<br/>~ plain hat<br/><br/>@<br/>trophy<br/>player.won_competition and trophy.parent = player<br/>'Cool trophy,' says Mary.<br/><br/>@<br/>trophy<br/>player.won_competition<br/>'Hey I heard you won the completion,' says Mary.<br/>= this alias "Happy Mary"<br/>+ Mary happiness 5<br/><br/>Each reaction is described by four or more lines, composed thus:<br/><br/>The first line must be a @ on a line on its own; this indicates the start of the reaction.<br/><br/>The second line is the name of the reaction. You can give a set of reactions the same name; only one will ever be used.<br/><br/>Third is the condition. The condition should be standard Quest code that will evaluate to true or false (you can use "this" as normal to refer to the character).<br/><br/>The four and all subsequent lines are "what will happen". You can use these to change the game world (to a limited extent) and to display text. These lines can be of various types, depending on the first character, however, most text (anything beginning with a letter or number) will be printed directly to screen.]]></reactions>
  1222. <object name="mary alibi">
  1223. <inherit name="editor_object" />
  1224. <inherit name="startingtopic" />
  1225. <alias>"Where were you last night?"</alias>
  1226. <exchange>I was playing pool with Clive.</exchange>
  1227. <nowshow type="stringlist">
  1228. <value>mary playing pool</value>
  1229. </nowshow>
  1230. </object>
  1231. <object name="mary dr black">
  1232. <inherit name="editor_object" />
  1233. <inherit name="startingtopic" />
  1234. <exchange>I didn't know him that well. The only time we spent together was when we were having wild crazy sex.</exchange>
  1235. <alias>"How well did you know Dr. Black?"</alias>
  1236. </object>
  1237. <object name="mary playing pool">
  1238. <inherit name="editor_object" />
  1239. <inherit name="topic" />
  1240. <alias>"What time exactly were you playing pool?"</alias>
  1241. <exchange>"Right after I finished having sex with Beckie, and right before I had sex with Clive."</exchange>
  1242. <expires type="boolean">false</expires>
  1243. </object>
  1244. </object>
  1245. </object>
  1246. <object name="South Warren Dj Inn Upstairs Hall 1">
  1247. <inherit name="editor_room" />
  1248. <exit alias="down" to="South Warren Dj Inn">
  1249. <inherit name="downdirection" />
  1250. </exit>
  1251. </object>
  1252. <command name="Assign Points">
  1253. <pattern>points;pts;pt;stats;levelup;assign;lvl;lvlup</pattern>
  1254. <script>
  1255. assignpoints
  1256. </script>
  1257. </command>
  1258. <command name="Start Game">
  1259. <pattern>Start_Game</pattern>
  1260. <script>
  1261. if (game.pov.firststart = False) {
  1262. Ask ("You can only do this once! Once you leave this room, you will never return! Are you sure?") {
  1263. MoveObject (game.pov, South Warren Dj Inn)
  1264. game.pov.firststart = True
  1265. game.pov.volume = 100
  1266. }
  1267. }
  1268. else {
  1269. msg ("The game has already started!")
  1270. }
  1271. </script>
  1272. </command>
  1273. <type name="characterclass">
  1274. <HP type="string"></HP>
  1275. <MP type="string"></MP>
  1276. <Combat type="int">0</Combat>
  1277. <Intimidate type="int">0</Intimidate>
  1278. <Knowledge type="int">0</Knowledge>
  1279. <Charm type="int">0</Charm>
  1280. <Stealth type="int">0</Stealth>
  1281. <Survival type="int">0</Survival>
  1282. <Awareness type="int">0</Awareness>
  1283. <Healing type="int">0</Healing>
  1284. <Magic type="int">0</Magic>
  1285. <MaxHealth type="int">40</MaxHealth>
  1286. <Class type="string"></Class>
  1287. <CP type="int">5</CP>
  1288. <Armor type="int">0</Armor>
  1289. <Health type="int">30</Health>
  1290. <Mana type="int">0</Mana>
  1291. <MaxMana type="int">0</MaxMana>
  1292. <Deceive type="int">0</Deceive>
  1293. <RaceMagic type="int">0</RaceMagic>
  1294. <firststart type="boolean">false</firststart>
  1295. <turncount type="int">0</turncount>
  1296. <changedHealth type="script">
  1297. game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
  1298. </changedHealth>
  1299. <changedMana type="script">
  1300. game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
  1301. </changedMana>
  1302. <equipped type="object">fists</equipped>
  1303. <sneaklevel type="int">0</sneaklevel>
  1304. </type>
  1305. <type name="weapontype" />
  1306. <type name="healthitem" />
  1307. <type name="armortype" />
  1308. <type name="itemdata" />
  1309. <function name="namecharacter">
  1310. msg ("What is your name?")
  1311. get input {
  1312. game.pov.alias = result
  1313. Ask ("So your name is " +result+"?") {
  1314. if (result = True) {
  1315. msg ("Hello " +game.pov.alias+", nice to meet you.")
  1316. characterselect
  1317. }
  1318. else if (result = False) {
  1319. characterselect
  1320. }
  1321. }
  1322. }
  1323. </function>
  1324. <function name="choosegender">
  1325. gendermenu = NewStringList()
  1326. list add (gendermenu, "Male")
  1327. list add (gendermenu, "Female")
  1328. ShowMenu ("Choose a gender.", gendermenu, false) {
  1329. msg ("You're " +result+", huh?")
  1330. game.pov.gender = result
  1331. Ask ("Are you sure you want to be " +result+"?") {
  1332. if (result = True) {
  1333. if (game.pov.gender = "Male") {
  1334. game.pov.Combat = game.pov.Combat + 3
  1335. game.pov.Intimidate = game.pov.Intimidate + 3
  1336. game.pov.Survival = game.pov.Survival + 3
  1337. ClearScreen
  1338. namecharacter
  1339. }
  1340. else if (game.pov.gender = "Female") {
  1341. game.pov.Knowledge = game.pov.Knowledge + 3
  1342. game.pov.Healing = game.pov.Healing + 3
  1343. game.pov.Awareness = game.pov.Awareness + 3
  1344. ClearScreen
  1345. namecharacter
  1346. }
  1347. }
  1348. else if (result = False) {
  1349. choosegender
  1350. }
  1351. }
  1352. }
  1353. </function>
  1354. <function name="assignpoints"><![CDATA[
  1355. pointmenu = NewStringList()
  1356. list add (pointmenu, "Combat")
  1357. list add (pointmenu, "Charm")
  1358. list add (pointmenu, "Intimidate")
  1359. list add (pointmenu, "Deceive")
  1360. list add (pointmenu, "Survival")
  1361. list add (pointmenu, "Stealth")
  1362. list add (pointmenu, "Knowledge")
  1363. list add (pointmenu, "Awareness")
  1364. list add (pointmenu, "Healing")
  1365. list add (pointmenu, "Magic")
  1366. ShowMenu ("Select a Skill to increase. You have " +game.pov.CP+ " available.", pointmenu, true) {
  1367. if (result = "Combat") {
  1368. msg ("How many points would you like to assign to Combat? [For example: type 0, 3, or 5]")
  1369. get input {
  1370. i = ToInt(result)
  1371. if (game.pov.CP >= i) {
  1372. game.pov.Combat = game.pov.Combat + i
  1373. game.pov.CP = game.pov.CP - i
  1374. msg ("Your Combat is now " +game.pov.Combat+ ".")
  1375. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1376. if (result = True) {
  1377. assignpoints
  1378. }
  1379. else {
  1380. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1381. wait {
  1382. if (game.pov.parent = Character_Setup) {
  1383. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1384. game.pov.volume = 20
  1385. }
  1386. }
  1387. }
  1388. }
  1389. }
  1390. else {
  1391. msg ("You don't have enough points for that result!")
  1392. assignpoints
  1393. }
  1394. }
  1395. }
  1396. if (result = "Charm") {
  1397. msg ("How many points would you like to assign to Charm? [For example: type 0, 3, or 5]")
  1398. get input {
  1399. i = ToInt(result)
  1400. if (game.pov.CP >= i) {
  1401. game.pov.Charm = game.pov.Charm + i
  1402. game.pov.CP = game.pov.CP - i
  1403. msg ("Your Charm is now " +game.pov.Charm+ ".")
  1404. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1405. if (result = True) {
  1406. assignpoints
  1407. }
  1408. else {
  1409. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1410. wait {
  1411. if (game.pov.parent = Character_Setup) {
  1412. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1413. game.pov.volume = 20
  1414. }
  1415. }
  1416. }
  1417. }
  1418. }
  1419. else {
  1420. msg ("You don't have enough points for that result!")
  1421. assignpoints
  1422. }
  1423. }
  1424. }
  1425. if (result = "Intimidate") {
  1426. msg ("How many points would you like to assign to Intimidate? [For example: type 0, 3, or 5]")
  1427. get input {
  1428. i = ToInt(result)
  1429. if (game.pov.CP >= i) {
  1430. game.pov.Intimidate = game.pov.Intimidate + i
  1431. game.pov.CP = game.pov.CP - i
  1432. msg ("Your Intimidate is now " +game.pov.Intimidate+ ".")
  1433. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1434. if (result = True) {
  1435. assignpoints
  1436. }
  1437. else {
  1438. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1439. wait {
  1440. if (game.pov.parent = Character_Setup) {
  1441. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1442. game.pov.volume = 20
  1443. }
  1444. }
  1445. }
  1446. }
  1447. }
  1448. else {
  1449. msg ("You don't have enough points for that result!")
  1450. assignpoints
  1451. }
  1452. }
  1453. }
  1454. if (result = "Deceive") {
  1455. msg ("How many points would you like to assign to Deceive? [For example: type 0, 3, or 5]")
  1456. get input {
  1457. i = ToInt(result)
  1458. if (game.pov.CP >= i) {
  1459. game.pov.Deceive = game.pov.Deceive + i
  1460. game.pov.CP = game.pov.CP - i
  1461. msg ("Your Deceive is now " +game.pov.Deceive+ ".")
  1462. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1463. if (result = True) {
  1464. assignpoints
  1465. }
  1466. else {
  1467. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1468. wait {
  1469. if (game.pov.parent = Character_Setup) {
  1470. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1471. game.pov.volume = 20
  1472. }
  1473. }
  1474. }
  1475. }
  1476. }
  1477. else {
  1478. msg ("You don't have enough points for that result!")
  1479. assignpoints
  1480. }
  1481. }
  1482. }
  1483. if (result = "Survival") {
  1484. msg ("How many points would you like to assign to Survival? [For example: type 0, 3, or 5]")
  1485. get input {
  1486. i = ToInt(result)
  1487. if (game.pov.CP >= i) {
  1488. game.pov.Survival = game.pov.Survival + i
  1489. game.pov.MaxHealth = game.pov.MaxHealth + i * game.pov.HealthModifier
  1490. game.pov.Health = game.pov.Health + i * game.pov.HealthModifier
  1491. game.pov.CP = game.pov.CP - i
  1492. msg ("Your Survival is now " +game.pov.Survival+ ".")
  1493. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1494. if (result = True) {
  1495. assignpoints
  1496. }
  1497. else {
  1498. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1499. wait {
  1500. if (game.pov.parent = Character_Setup) {
  1501. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1502. game.pov.volume = 20
  1503. }
  1504. }
  1505. }
  1506. }
  1507. }
  1508. else {
  1509. msg ("You don't have enough points for that result!")
  1510. assignpoints
  1511. }
  1512. }
  1513. }
  1514. if (result = "Stealth") {
  1515. msg ("How many points would you like to assign to Stealth? [For example: type 0, 3, or 5]")
  1516. get input {
  1517. i = ToInt(result)
  1518. if (game.pov.CP >= i) {
  1519. game.pov.Stealth = game.pov.Stealth + i
  1520. game.pov.CP = game.pov.CP - i
  1521. msg ("Your Stealth is now " +game.pov.Stealth+ ".")
  1522. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1523. if (result = True) {
  1524. assignpoints
  1525. }
  1526. else {
  1527. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1528. wait {
  1529. if (game.pov.parent = Character_Setup) {
  1530. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1531. game.pov.volume = 20
  1532. }
  1533. }
  1534. }
  1535. }
  1536. }
  1537. else {
  1538. msg ("You don't have enough points for that result!")
  1539. assignpoints
  1540. }
  1541. }
  1542. }
  1543. if (result = "Knowledge") {
  1544. msg ("How many points would you like to assign to Knowledge? [For example: type 0, 3, or 5]")
  1545. get input {
  1546. i = ToInt(result)
  1547. if (game.pov.CP >= i) {
  1548. game.pov.Knowledge = game.pov.Knowledge + i
  1549. game.pov.MaxMana = game.pov.MaxMana + i * game.pov.ManaModifier
  1550. game.pov.Mana = game.pov.Mana + i * game.pov.ManaModifier
  1551. game.pov.CP = game.pov.CP - i
  1552. msg ("Your Knowledge is now " +game.pov.Knowledge+ ".")
  1553. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1554. if (result = True) {
  1555. assignpoints
  1556. }
  1557. else {
  1558. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1559. wait {
  1560. if (game.pov.parent = Character_Setup) {
  1561. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1562. game.pov.volume = 20
  1563. }
  1564. }
  1565. }
  1566. }
  1567. }
  1568. else {
  1569. msg ("You don't have enough points for that result!")
  1570. assignpoints
  1571. }
  1572. }
  1573. }
  1574. if (result = "Awareness") {
  1575. msg ("How many points would you like to assign to Awareness? [For example: type 0, 3, or 5]")
  1576. get input {
  1577. i = ToInt(result)
  1578. if (game.pov.CP >= i) {
  1579. game.pov.Awareness = game.pov.Awareness + i
  1580. game.pov.CP = game.pov.CP - i
  1581. msg ("Your Awareness is now " +game.pov.Awareness+ ".")
  1582. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1583. if (result = True) {
  1584. assignpoints
  1585. }
  1586. else {
  1587. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1588. wait {
  1589. if (game.pov.parent = Character_Setup) {
  1590. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1591. game.pov.volume = 20
  1592. }
  1593. }
  1594. }
  1595. }
  1596. }
  1597. else {
  1598. msg ("You don't have enough points for that result!")
  1599. assignpoints
  1600. }
  1601. }
  1602. }
  1603. if (result = "Healing") {
  1604. msg ("How many points would you like to assign to Healing? [For example: type 0, 3, or 5]")
  1605. get input {
  1606. i = ToInt(result)
  1607. if (game.pov.CP >= i) {
  1608. game.pov.Healing = game.pov.Healing + i
  1609. game.pov.CP = game.pov.CP - i
  1610. msg ("Your Healing is now " +game.pov.Healing+ ".")
  1611. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1612. if (result = True) {
  1613. assignpoints
  1614. }
  1615. else {
  1616. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1617. wait {
  1618. if (game.pov.parent = Character_Setup) {
  1619. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1620. game.pov.volume = 20
  1621. }
  1622. }
  1623. }
  1624. }
  1625. }
  1626. else {
  1627. msg ("You don't have enough points for that result!")
  1628. assignpoints
  1629. }
  1630. }
  1631. }
  1632. if (result = "Magic") {
  1633. msg ("How many points would you like to assign to Magic? [For example: type 0, 3, or 5]")
  1634. get input {
  1635. i = ToInt(result)
  1636. if (game.pov.CP >= i) {
  1637. game.pov.Magic = game.pov.Magic + i
  1638. game.pov.MaxMana = game.pov.MaxMana + i * game.pov.ManaModifier
  1639. game.pov.Mana = game.pov.Mana + i * game.pov.ManaModifier
  1640. game.pov.CP = game.pov.CP - i
  1641. msg ("Your Magic is now " +game.pov.Magic+ ".")
  1642. Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
  1643. if (result = True) {
  1644. assignpoints
  1645. }
  1646. else {
  1647. msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
  1648. wait {
  1649. if (game.pov.parent = Character_Setup) {
  1650. msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
  1651. game.pov.volume = 20
  1652. }
  1653. }
  1654. }
  1655. }
  1656. }
  1657. else {
  1658. msg ("You don't have enough points for that result!")
  1659. assignpoints
  1660. }
  1661. }
  1662. }
  1663. }
  1664. ]]></function>
  1665. <function name="raceselect">
  1666. racemenu = NewStringList()
  1667. list add (racemenu, "Human")
  1668. list add (racemenu, "Dwarf")
  1669. list add (racemenu, "Elf")
  1670. list add (racemenu, "Halfling")
  1671. list add (racemenu, "Orc")
  1672. list add (racemenu, "Goblin")
  1673. ShowMenu ("Select Race", racemenu, false) {
  1674. msg ("You are a " +result+".")
  1675. set (player, "race", result)
  1676. // ----------------------------------------------------------------------------------------------------------
  1677. // fixed it up:
  1678. if (result = "Human") {
  1679. msg ("As a Human, you're adaptable, but you're not really great at anything.")
  1680. }
  1681. else if (result = "Dwarf") {
  1682. msg ("Dwarves are a hardy people! You're great at working with stone, and are at home in any cave or stonework.")
  1683. }
  1684. else if (result = "Elf") {
  1685. msg ("Elves are an ancient and wise people, whose natural gifts for Magic make them natural spellcasters. However, their fragile bodies often work against them in battle.")
  1686. }
  1687. else if (result = "Halfling") {
  1688. msg ("The tiny halfling is deceptively clever. Their size gives them a natural advantage, allowing them to go places most others can't.")
  1689. }
  1690. else if (result = "Orc") {
  1691. msg ("The powerful Orcs are brutes of raw strength. Never very bright, they are among the strongest of all races.")
  1692. }
  1693. else if (result = "Goblin") {
  1694. msg ("Vicious and cunning, the Goblins are surprisingly deceptive race, hiding powerful strength in their small bodies.")
  1695. }
  1696. // ----------------------------------------------------------------------------------------------------------
  1697. Ask ("Are you sure this is what you want?") {
  1698. if (result = True) {
  1699. if (game.pov.race = "Dwarf") {
  1700. ChangePOV (Dwarf)
  1701. }
  1702. else if (game.pov.race = "Elf") {
  1703. ChangePOV (Elf)
  1704. }
  1705. else if (game.pov.race = "Halfling") {
  1706. ChangePOV (Halfling)
  1707. }
  1708. else if (game.pov.race = "Orc") {
  1709. ChangePOV (Orc)
  1710. }
  1711. else if (game.pov.race = "Goblin") {
  1712. ChangePOV (Goblin)
  1713. }
  1714. else if (game.pov.race = "Human") {
  1715. ChangePOV (Human)
  1716. }
  1717. ClearScreen
  1718. MoveObject (game.pov, Class_Select)
  1719. choosegender
  1720. }
  1721. else if (result = False) {
  1722. raceselect
  1723. }
  1724. }
  1725. }
  1726. </function>
  1727. <function name="characterselect"><![CDATA[
  1728. charactermenu = NewStringList()
  1729. if (game.pov = Dwarf) {
  1730. charactermenu = NewStringList()
  1731. list add (charactermenu, "Soldier")
  1732. list add (charactermenu, "Priest")
  1733. list add (charactermenu, "Hunter")
  1734. list add (charactermenu, "Bard")
  1735. list add (charactermenu, "Paladin")
  1736. }
  1737. else if (game.pov = Elf) {
  1738. list add (charactermenu, "Mage")
  1739. list add (charactermenu, "Priest")
  1740. list add (charactermenu, "Hunter")
  1741. list add (charactermenu, "Bard")
  1742. list add (charactermenu, "Paladin")
  1743. }
  1744. else if (game.pov = Halfling) {
  1745. list add (charactermenu, "Mage")
  1746. list add (charactermenu, "Thief")
  1747. list add (charactermenu, "Hunter")
  1748. list add (charactermenu, "Bard")
  1749. list add (charactermenu, "Paladin")
  1750. }
  1751. else if (game.pov = Orc) {
  1752. list add (charactermenu, "Soldier")
  1753. list add (charactermenu, "Mage")
  1754. list add (charactermenu, "Thief")
  1755. list add (charactermenu, "Priest")
  1756. list add (charactermenu, "Hunter")
  1757. }
  1758. else if (game.pov = Goblin) {
  1759. list add (charactermenu, "Soldier")
  1760. list add (charactermenu, "Mage")
  1761. list add (charactermenu, "Thief")
  1762. list add (charactermenu, "Hunter")
  1763. list add (charactermenu, "Bard")
  1764. }
  1765. else if (game.pov = Human) {
  1766. list add (charactermenu, "Soldier")
  1767. list add (charactermenu, "Mage")
  1768. list add (charactermenu, "Thief")
  1769. list add (charactermenu, "Priest")
  1770. list add (charactermenu, "Hunter")
  1771. list add (charactermenu, "Bard")
  1772. list add (charactermenu, "Paladin")
  1773. }
  1774. ShowMenu ("Select Class", charactermenu, false) {
  1775. char = result
  1776. msg ("You chose " +result+".")
  1777. if (result<>null) {
  1778. if (result = "Soldier") {
  1779. Ask ("Are you sure you want to be the " +result+"?") {
  1780. if (result = True) {
  1781. game.pov.Combat = game.pov.Combat + 15
  1782. game.pov.Intimidate = game.pov.Intimidate + 15
  1783. game.pov.Knowledge = game.pov.Knowledge + 5
  1784. game.pov.Stealth = game.pov.Stealth + 5
  1785. game.pov.Deceive = game.pov.Deceive + 5
  1786. game.pov.Magic = 0
  1787. game.pov.Healing = 0
  1788. game.pov.Charm = game.pov.Charm + 10
  1789. game.pov.Survival = game.pov.Survival + 10
  1790. game.pov.Awareness = game.pov.Awareness + 10
  1791. game.pov.Class = "Soldier"
  1792. game.pov.Health = game.pov.Survival + game.pov.RaceHealth
  1793. game.pov.Mana = game.pov.Knowledge + game.pov.RaceMagic
  1794. if (game.pov.Health < 5) {
  1795. game.pov.Health = 5
  1796. }
  1797. if (game.pov.Mana < 5) {
  1798. game.pov.Mana = 5
  1799. }
  1800. game.pov.Health = game.pov.Health * 5
  1801. game.pov.Mana = game.pov.Mana * 0
  1802. game.pov.HealthModifier = 5
  1803. game.pov.ManaModifier = 0
  1804. game.pov.MaxHealth = game.pov.Health
  1805. game.pov.MaxMana = game.pov.Mana
  1806. game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
  1807. game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
  1808. ClearScreen
  1809. MoveObject (game.pov, Character_Setup)
  1810. assignpoints
  1811. }
  1812. else if (result = False) {
  1813. characterselect
  1814. }
  1815. }
  1816. }
  1817. else if (char = "Mage") {
  1818. Ask ("Are you sure you want to be the " +char+"?") {
  1819. if (result = True) {
  1820. game.pov.Combat = 0
  1821. game.pov.Intimidate = 0
  1822. game.pov.Magic = game.pov.Magic + 15
  1823. game.pov.Knowledge = game.pov.Knowledge + 15
  1824. game.pov.Healing = game.pov.Healing + 10
  1825. game.pov.Survival = game.pov.Survival + 10
  1826. game.pov.Awareness = game.pov.Awareness + 5
  1827. game.pov.Stealth = game.pov.Stealth + 5
  1828. game.pov.Charm = game.pov.Charm + 5
  1829. game.pov.Deceive = game.pov.Deceive + 10
  1830. game.pov.Class = "Mage"
  1831. game.pov.Health = game.pov.Survival + game.pov.RaceHealth
  1832. game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
  1833. if (game.pov.Health < 5) {
  1834. game.pov.Health = 5
  1835. }
  1836. if (game.pov.Mana < 5) {
  1837. game.pov.Mana = 5
  1838. }
  1839. game.pov.Health = game.pov.Health * 1
  1840. game.pov.Mana = game.pov.Mana * 3
  1841. game.pov.MaxHealth = game.pov.Health
  1842. game.pov.HealthModifier = 1
  1843. game.pov.ManaModifier = 3
  1844. game.pov.MaxMana = game.pov.Mana
  1845. game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
  1846. game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
  1847. ClearScreen
  1848. MoveObject (game.pov, Character_Setup)
  1849. assignpoints
  1850. }
  1851. else if (result = False) {
  1852. characterselect
  1853. }
  1854. }
  1855. }
  1856. else if (char = "Thief") {
  1857. Ask ("Are you sure you want to be the " +char+"?") {
  1858. if (result = True) {
  1859. game.pov.Combat = game.pov.Combat + 5
  1860. game.pov.Intimidate = game.pov.Intimidate + 10
  1861. game.pov.Magic = 0
  1862. game.pov.Knowledge = game.pov.Knowledge + 5
  1863. game.pov.Healing = 0
  1864. game.pov.Survival = game.pov.Survival + 5
  1865. game.pov.Awareness = game.pov.Awareness + 10
  1866. game.pov.Stealth = game.pov.Stealth + 15
  1867. game.pov.Charm = game.pov.Charm + 15
  1868. game.pov.Deceive = game.pov.Deceive + 10
  1869. game.pov.Class = "Thief"
  1870. game.pov.Health = game.pov.Survival + game.pov.RaceHealth
  1871. game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
  1872. if (game.pov.Health < 5) {
  1873. game.pov.Health = 5
  1874. }
  1875. if (game.pov.Mana < 5) {
  1876. game.pov.Mana = 5
  1877. }
  1878. game.pov.Health = game.pov.Health * 2
  1879. game.pov.Mana = game.pov.Mana * 0
  1880. game.pov.MaxHealth = game.pov.Health
  1881. game.pov.HealthModifier = 2
  1882. game.pov.ManaModifier = 0
  1883. game.pov.MaxMana = game.pov.Mana
  1884. game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
  1885. game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
  1886. ClearScreen
  1887. MoveObject (game.pov, Character_Setup)
  1888. assignpoints
  1889. }
  1890. else if (result = False) {
  1891. characterselect
  1892. }
  1893. }
  1894. }
  1895. else if (char = "Priest") {
  1896. Ask ("Are you sure you want to be the " +char+"?") {
  1897. if (result = True) {
  1898. game.pov.Combat = 0
  1899. game.pov.Intimidate = game.pov.Intimidate + 5
  1900. game.pov.Magic = game.pov.Magic + 10
  1901. game.pov.Knowledge = game.pov.Knowledge + 10
  1902. game.pov.Healing = game.pov.Healing + 15
  1903. game.pov.Survival = game.pov.Survival + 5
  1904. game.pov.Awareness = game.pov.Awareness + 10
  1905. game.pov.Stealth = game.pov.Stealth + 5
  1906. game.pov.Charm = game.pov.Charm + 15
  1907. game.pov.Deceive = 0
  1908. game.pov.Class = "Priest"
  1909. game.pov.Health = game.pov.Survival + game.pov.RaceHealth
  1910. game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
  1911. if (game.pov.Health < 5) {
  1912. game.pov.Health = 5
  1913. }
  1914. if (game.pov.Mana < 5) {
  1915. game.pov.Mana = 5
  1916. }
  1917. game.pov.Health = game.pov.Health * 3
  1918. game.pov.Mana = game.pov.Mana * 2
  1919. game.pov.MaxHealth = game.pov.Health
  1920. game.pov.HealthModifier = 3
  1921. game.pov.ManaModifier = 2
  1922. game.pov.MaxMana = game.pov.Mana
  1923. game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
  1924. game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
  1925. ClearScreen
  1926. MoveObject (game.pov, Character_Setup)
  1927. assignpoints
  1928. }
  1929. else if (result = False) {
  1930. characterselect
  1931. }
  1932. }
  1933. }
  1934. else if (char = "Hunter") {
  1935. Ask ("Are you sure you want to be the " +char+"?") {
  1936. if (result = True) {
  1937. game.pov.Combat = game.pov.Combat + 10
  1938. game.pov.Intimidate = game.pov.Intimidate + 10
  1939. game.pov.Magic = 0
  1940. game.pov.Knowledge = game.pov.Knowledge + 5
  1941. game.pov.Healing = 0
  1942. game.pov.Survival = game.pov.Survival + 15
  1943. game.pov.Awareness = game.pov.Awareness + 15
  1944. game.pov.Stealth = game.pov.Stealth + 10
  1945. game.pov.Charm = game.pov.Charm + 5
  1946. game.pov.Deceive = game.pov.Deceive + 5
  1947. game.pov.Class = "Hunter"
  1948. game.pov.Health = game.pov.Survival + game.pov.RaceHealth
  1949. game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
  1950. if (game.pov.Health < 5) {
  1951. game.pov.Health = 5
  1952. }
  1953. if (game.pov.Mana < 5) {
  1954. game.pov.Mana = 5
  1955. }
  1956. game.pov.Health = game.pov.Health * 4
  1957. game.pov.Mana = game.pov.Mana * 0
  1958. game.pov.MaxHealth = game.pov.Health
  1959. game.pov.HealthModifier = 4
  1960. game.pov.ManaModifier = 0
  1961. game.pov.MaxMana = game.pov.Mana
  1962. game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
  1963. game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
  1964. ClearScreen
  1965. MoveObject (game.pov, Character_Setup)
  1966. assignpoints
  1967. }
  1968. else if (result = False) {
  1969. characterselect
  1970. }
  1971. }
  1972. }
  1973. else if (char = "Bard") {
  1974. Ask ("Are you sure you want to be the " +char+"?") {
  1975. if (result = True) {
  1976. game.pov.Combat = 0
  1977. game.pov.Intimidate = game.pov.Intimidate + 10
  1978. game.pov.Magic = game.pov.Magic + 5
  1979. game.pov.Knowledge = game.pov.Knowledge + 10
  1980. game.pov.Healing = game.pov.Healing + 5
  1981. game.pov.Survival = game.pov.Survival + 5
  1982. game.pov.Awareness = game.pov.Awareness + 10
  1983. game.pov.Stealth = 0
  1984. game.pov.Charm = game.pov.Charm + 15
  1985. game.pov.Deceive = game.pov.Deceive + 15
  1986. game.pov.Class = "Bard"
  1987. game.pov.Health = game.pov.Survival + game.pov.RaceHealth
  1988. game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
  1989. if (game.pov.Health < 5) {
  1990. game.pov.Health = 5
  1991. }
  1992. if (game.pov.Mana < 5) {
  1993. game.pov.Mana = 5
  1994. }
  1995. game.pov.Health = game.pov.Health * 1
  1996. game.pov.Mana = game.pov.Mana * 1
  1997. game.pov.MaxHealth = game.pov.Health
  1998. game.pov.HealthModifier = 1
  1999. game.pov.ManaModifier = 1
  2000. game.pov.MaxMana = game.pov.Mana
  2001. game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
  2002. game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
  2003. ClearScreen
  2004. MoveObject (game.pov, Character_Setup)
  2005. assignpoints
  2006. }
  2007. else if (result = False) {
  2008. characterselect
  2009. }
  2010. }
  2011. }
  2012. else if (char = "Paladin") {
  2013. Ask ("Are you sure you want to be the " +char+"?") {
  2014. if (result = True) {
  2015. game.pov.Combat = game.pov.Combat + 10
  2016. game.pov.Intimidate = game.pov.Intimidate + 5
  2017. game.pov.Magic = game.pov.Magic + 10
  2018. game.pov.Knowledge = game.pov.Knowledge + 5
  2019. game.pov.Healing = game.pov.Healing + 10
  2020. game.pov.Survival = game.pov.Survival + 15
  2021. game.pov.Awareness = game.pov.Awareness + 5
  2022. game.pov.Stealth = 0
  2023. game.pov.Charm = game.pov.Charm + 15
  2024. game.pov.Deceive = 0
  2025. game.pov.Class = "Paladin"
  2026. game.pov.Health = game.pov.Survival + game.pov.RaceHealth
  2027. game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
  2028. if (game.pov.Health < 5) {
  2029. game.pov.Health = 5
  2030. }
  2031. if (game.pov.Mana < 5) {
  2032. game.pov.Mana = 5
  2033. }
  2034. game.pov.Health = game.pov.Health * 3
  2035. game.pov.Mana = game.pov.Mana * 2
  2036. game.pov.MaxHealth = game.pov.Health
  2037. game.pov.HealthModifier = 3
  2038. game.pov.ManaModifier = 2
  2039. game.pov.MaxMana = game.pov.Mana
  2040. game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
  2041. game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
  2042. ClearScreen
  2043. MoveObject (game.pov, Character_Setup)
  2044. assignpoints
  2045. }
  2046. else if (result = False) {
  2047. characterselect
  2048. }
  2049. }
  2050. }
  2051. }
  2052. else {
  2053. msg ("You chose to cancel.")
  2054. }
  2055. }
  2056. ]]></function>
  2057. </asl>
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