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DarkToDark always prints the first message because when you are in the “Darkness” the game_section is set to that object and the “Darkness” object doesn’t have a section property. This will mean that whenever you stumble around in the dark you will always die with the first message - “death by bear”.
There is also a check against an object number that needs to be rewritten more robust:
Chimney should also inherit from the class HRoom.
HRoom Chimney "Chimney"
New logic for DarkToDark:
[ DarkToDark ;
deadflag = DIED;
if( real_location.section ~= T_MODERN ) {
"As you step falteringly through the darkness, the air falls ice-cold, whispering in secret languages.
Suddenly a great bear rears up before you, savagely sweeping its paw!";
}
deadflag = FAILED;
print "As you unwisely blunder about in the dark, you ";
if( real_location == Priests_Hole || real_location == Chimney )
"slip down a side passage of the chimney, further and further, blindly landing in a cloud of soot in the
fireplace of the lounge downstairs. Fortunately your family is on hand to clean you up and put you back
to work packing.";
! r18 Made a more robust version that isn't dependent on object ordering
if( real_location == Dark_Shaft || real_location == Dark_Passage || real_location == Cellars ||
real_location == Wine_Cellars || real_location == Cellars_South || real_location == Cellar_West ||
real_location == Infinity_Symbol || real_location == Sandstone_Passage ||
real_location == The_Octagon || real_location == White_Hallway )
"miss your footing, trip over and bang your head... Some time later you wake up in hospital,
very confused and not on holiday. Fortunately Aunt Jemima comes to visit you every afternoon with plenty
of things for you to do...";
"put a foot wrong and crash through a thin plaster roof into one of the upstairs bedrooms, happily landing
on the bed. In later years it becomes a family joke that you demolished half the house for a tatty old
tourist map.";
];
The text was updated successfully, but these errors were encountered:
DarkToDark always prints the first message because when you are in the “Darkness” the game_section is set to that object and the “Darkness” object doesn’t have a section property. This will mean that whenever you stumble around in the dark you will always die with the first message - “death by bear”.
There is also a check against an object number that needs to be rewritten more robust:
Chimney should also inherit from the class HRoom.
HRoom Chimney "Chimney"
New logic for DarkToDark:
The text was updated successfully, but these errors were encountered: