"LMS-THE VIDEO GAME" by John Goettle Part 1 - Beginning [Library card stuff] The story description is "LMS THE VIDEO GAME is a Action Interactive Fiction Game were you battle Evil Robots, collect items, earn points in order to take back control at Langley Middle School.". The story headline is "Action Interactive Fiction". the story genre is "Action/Fun". The story creation year is 2008. The Release Number is 7. [Story Info] Asking for Story Info is an action out of world. Understand "Story Info" as asking for Story Info. Carry out asking for Story Info: say "Three Evil Robots have taken over Langley Middle School (LMS) and have taken all the teachers and students. You are the last student at LMS. You must now alone take on the three Evil Robots in order to take back control at Langley Middle School. Three teachers (Mr. Barrat, Mr. Bergquist and Mr. Snelling) have defeat some of the evil robots and hide. Evil Robots. They may be able to help you on your way. LIST OF ADJECTIVES TO COMPLETE: DESTROY EVIL ROBOT: Evil Robot is in The Courtyard. Destroy him by attacking him with your Sword, net or other weapons. DESTROY MEGA BOT: Mega Bot is in the Cooler which is west of the lunch room. Destroy him by attacking him with your Sword, net or other weapons. DESTROY R7-24: R7-24 is in the Basket Ball Court which is west of The Two Story. Destroy him by attacking him with your Sword, net or other weapons. EARN 1100: You also need to earn 1100 points. You earn points by taking/eating items and attacking. You can also collect items and earn points to complete the game. For fun you can go to the School Store which is east of The Two Story and buy stuff." [Sitting] Understand the commands "sit" and "sit on" and "sit in" as something new. Sitting on is an action applying to one thing. Understand "sit in/on [something]" as sitting on. Carry out sitting on: say "You sit on [the noun], wacthing time pass...". Instead of sitting on a person: say "That's not something you can sit on."; stop the action. [Max Score] The maximum score is 1620. [Carrying Limitations] The carrying capacity of the player is 11. [help] After printing a parser error: say "Are you new to Interfractive Fiction, type story info for help and info" [Controling things by time] Every turn: AT 12:30 PM: say "Hint: After you defeat or kill a robot you get one of there weapons. You may want to check you inventory to see all your items. Check inventory by typing i or inventory.". Every turn: AT 12:47 PM: say "Hint: A plunger is in the boy's bathroom which is below the Two Story and west of the hall. The plunger can be used as a powerful weapon.". Every turn: AT 12:03 PM: say "Hint: Type story info for help and story and your list of adjectives to complete in this game.". Every turn: AT 2:30 PM: if the score is not greater than 400, remove the Sword from play. Every turn: AT 12:42 PM: if A Evil Robot is not dead, end the game in death. [Courtyard] The Courtyard is a room. "You walk into the Courtyard with your backpack on your back. You see round stones. North you see the Two Story. West you see a door leading to the Lunch room. East you see the Parking Lot. South you see a wooden door leading to Barrat Land. You look up to the right and see the school sign. The sign says, Welcome to LMS THE VIDEO GAME. You also see a flagpole.". Every turn: if the player is not carrying the backpack, change the description of the Courtyard to "You see round stones. North you see the Two Story. West you see a door leading to the Lunch room. East you see the Parking Lot. South you see a wooden door leading to Barrat Land. You look up to the right and see the school sign. The sign says, Welcome to LMS THE VIDEO GAME. You also see a flagpole.". [Backpack] The player carries a backpack. The backpack is a container. The backpack is openable and closed. The backpack contains a credit card. The backpack contains a note. The description of the note is "The note reads, Welcome to the Langley Middle School Interactive Fiction Video Game!". After taking the credit card: end the game saying "YOU WON! You found Bill Gate's credit card with 58 billion on it. ". After dropping the backpack: say "You set your backpack on the ground.". [Evil Robot] A Evil Robot is a thing in the courtyard. "Evil Robot says, Evil Robo must kill.". The description of A Evil Robot is "Evil Robot is a small short robot with red eyes and is sliver.". Understand "ER" and "evil robo" as A Evil Robot. Every turn: if the player is in courtyard and Evil Robot is not dead, change the right hand status line to "EVIL ROBOT: [current hit points of A Evil Robot]". After attacking a evil robot with a weapon for the 7th time: award 300 points; say "Good job.. Keep it up.". Every turn: if A Evil Robot is dead, now the Lightsaber is carried by the player. [Sword and Net] The description of the Sword is "Your sword is a trusted weapon. It can be very useful in combat.". After dropping the Sword: say "You dropped your Sword on the ground.". After dropping the Net: say "You dropped your Net on the ground.". [Attacking/Killing] Section 1 - Hit Points A person has a number called maximum hit points. A person has a number called current hit points. The maximum hit points of the player is 445. The maximum hit points of the A Evil Robot is 100. When play begins: repeat with victim running through people begin; now the current hit points of the victim is the maximum hit points of the victim; end repeat. Definition: a person is dead if his current hit points are less than 0. Section 2 - Diagnosis Diagnosing is an action applying to one visible thing. Understand "diagnose [something]" as diagnosing. Check diagnosing: if the noun is not a person, say "Only people can have diagnoses." instead. Carry out diagnosing: say "[if the noun is the player]You have[otherwise][The noun] has[end if] [current hit points of the noun] out of a possible [maximum hit points of the noun] hit points remaining." Section 3 - Weapons A weapon is a kind of thing. A weapon has a number called the maximum damage. The maximum damage of a weapon is usually 15. A Evil Robot carries a weapon called a Lightsaber. The maximum damage of the Lightsaber is 14. A Evil Robot carries a weapon called a Electric Sock Stick. The maximum damage of the Electric Sock Stick is 14. Every turn: if the player carries the Lightsaber, now the maximum damage of the lightsaber is 22. The player carries a weapon called a Sword. The maximum damage of the Sword is 27. The player carries a weapon called a net. The maximum damage of the net is 12. Section 4 - Attacking it with Understand the commands "attack" and "punch" and "destroy" and "kill" and "murder" and "hit" and "thump" and "break" and "smash" and "stab" and "shoot" and "squirt" and "torture" and "wreck" as something new. Attacking it with is an action applying to one visible thing and one carried thing. Understand "attack [someone] with [something preferably held]" as attacking it with. Understand the commands "punch" and "destroy" and "kill" and "murder" and "hit" and "thump" and "break" and "smash" and "stab" and "torture" and "shoot" and "squirt" and "wreck" as "attack". The attacking it with action has a number called the damage inflicted. Setting action variables for attacking something with something: if the second noun is a weapon begin; let the maximum attack be the maximum damage of the second noun; change the damage inflicted to a random number between 1 and the maximum attack; end if. Check an actor attacking something with something (this is the can't attack with something that isn't a weapon rule): if the second noun is not a weapon begin; if the actor is the player, say "[The second noun] does not qualify as a weapon."; stop the action; end if. Check an actor attacking something with something (this is the can't attack a non-person rule): if the noun is not a person begin; if the actor is the player, say "[The noun] has no life to lose."; stop the action; end if. Carry out an actor attacking something with something (this is the standard attacking it with a weapon rule): decrease the current hit points of the noun by the damage inflicted; if the noun is dead, remove the noun from play. Report attacking a dead person with something (this is the death-report priority rule): say "You attack with [the second noun], killing [the noun]!" instead. Report attacking someone with something (this is the normal attacking report rule): say "You attack [the noun] with [the second noun], causing [damage inflicted] point[s] of damage!" instead. Report someone attacking the player with something when the player is dead (this is the player's-death priority rule): say "[The actor] attacks you with [the second noun], finishing you off!"; end the game in death; stop the action Report someone attacking the player with something (this is the standard report someone attacking the player with rule): say "[The actor] attacks you with [the second noun], causing [damage inflicted] point[s] of damage!" instead. Report someone attacking something with something (this is the standard report attacking it with rule): say "[The actor] attacks [the noun] with [the second noun], causing [damage inflicted] point[s] of damage!" instead. When play begins: change the left hand status line to "You: [current hit points of player]"; change the right hand status line to "EVIL ROBOT: [current hit points of A Evil Robot]" Every turn: if the player is in the courtyard and A Evil Robot is not dead, try A Evil Robot attacking the player with a random weapon which is carried by A Evil Robot. Test me with "hit Evil Robot with Sword / kill Evil Robot / drop Sword / attack Evil Robot / attack Evil Robot with Sword / g / g". Part 2 - Middle [Lunch room] North of the blue door is the Lunch room. The Lunch room is a room. "You walk through the hall to the lunch room. You see several lunch tables. West you see a gray door leading to the cooler.". A tray of food is in the lunch room. The tray of food is edible. "You see a tray of food on the ground.". After eating the tray of food for the first time: award 100 points. A cookie is in the lunch room. A cookie is edible. The description of the cookie is "The cookie is a declivous chocolate chip cookie with peanut butter." After taking cookie for the first time: award 70 points. Instead of eating the cookie: end the game saying "You feel heart burn as you bit down on the cookie.". [Door 3] The blue door is west of The Courtyard and east of the lunch room. The blue door is a door. The blue door is lockable and locked. The brass key unlocks the blue door. After opening the blue door: say "You open the blue door."; now the player is in the lunch room. [Outside of the game stuff] Understand "save" as Saving the game. Understand "q" and "quit" as Quitting the game. Understand "restart" and "r" as Restarting the game. Understand "score" as Requesting the score. [Room tally] Requesting the room tally is an action out of world. Report requesting the room tally: say "You have been to [number of visited rooms] out of [number of rooms] room[s]." Understand "rooms" as requesting the room tally. [Pausing the game] Requesting to pause the game is an action out of world. Report requesting to pause the game: say "The game is paused. type resume game or unpause to unpause the game. ". Understand "pause game" and "pause" and "p" as requesting to pause the game. Requesting to unpause the game is an action out of world. Report requesting to unpause the game: say "The game is unpaused.".. Understand "resume game" and "unpause" as requesting to unpause the game. [Requesting Time] Requesting the time is an action out of world. Report requesting the time: say "the time is [time of day]". Understand "time" as requesting the time. [Motion Clock] A clock is a kind of device. A clock has a time called the current time. A clock can be analog or digital. The current time of a clock is usually 11:25 AM. The description of a clock is "It shows the time to be [if analog]about [the current time to the nearest five minutes in words][otherwise][the current time][end if]." Understand "set [clock] to [time]" as setting it by time. Setting it by time is an action applying to one thing and one time. Instead of setting a clock to something: say "[The noun] can be set only to a time of day, such as 11:25 AM, or midnight." Carry out setting a clock by time: change the current time of the noun to the time understood. Report setting a clock by time: say "You set [the noun] to [time understood]." Every turn: repeat with item running through switched on clocks begin; change the current time of the item to one minute after the current time of the item; end repeat. The battery clock is a switched on digital clock in the lunch room. After taking the battery clock: say "Taken.".. After printing the name of the battery clock while taking inventory: say "(Time: [time of day])." The time of day is 12:00 PM. [The Cooler] The Cooler is a room. The description of the cooler is "The Cooler is the oldest of all three P.E room's at LMS. You see the Weight lifting room to the west. It's called the Cooler because it's so cool". [Door 4] The gray door is west of the lunch room and east of the cooler. The gray door is a door. After opening the gray door: say "You open the gray door."; now the player is in the cooler. A hockey stick is in the cooler. A hockey stick is a weapon. The maximum damage of the hockey stick is 21. The description of the hockey stick is "The hockey stick is for playing hockey, but can be used as a weapon.". A fire alarm is a device. A fire alarm is in the Cooler. The fire alarm is switched off. Understand "Pull [something switched off]" as switching on. Every turn: if the fire alarm is switched on, end the game saying "You pulled the fire alarm. You hear police and fire truck sirens.". [Weight Lifting room] The Weight Lifting room is west of the cooler. The Weight Lifting room is a room. The description of the weight lifting room is "You see dumbbells and other types of Weight Lifting equipment. You also smell sweet.". A 70 pound dumbbell is a thing in the Weight Lifting room. Understand "dumbbell" as 70 pound dumbbell. After taking the 70 pound dumbbell: say "You lift up the heavy 77 pound dumbbell.". After dropping the 70 pound dumbbell: say "You drop the heavy 70 pond dumbbell barely missing your feet.". [Mega Bot] Mega Bot is a thing in the cooler. "Mega Bot says, you, prepare to die!". The description of Mega Bot is "Mega Bot is a tall cyber robot with red eyes and strong mental armor." The maximum hit points of Mega Bot is 200. Mega Bot carries a weapon called a Staff. The maximum damage of the Staff is 14. Mega Bot carries a weapon called a Blaster. The maximum damage of the Blaster is 14.. Understand "MB" and "bot" as Mega Bot. Every turn: if the player is in the cooler and mega bot is not dead, try Mega Bot attacking the player with a random weapon which is carried by Mega Bot. Every turn: if the player is in the cooler and Mega Bot is not dead, change the right hand status line to "MEGA BOT: [current hit points of Mega Bot]" . After attacking Mega Bot with a weapon for 14th time: award 300 points; say "Come on. Keep it up.". Every turn: if Mega Bot is dead, now the Staff is carried by the player. [Door 2] The wooden door is south of The Courtyard and north of Barrat Land. The wooden door is a door. After opening the wooden door: say "You open the wooden door."; now the player is in Barrat Land. [Barrat Land] South of the wooden door is Barrat Land. Barrat Land is a room. "You walk into Barrat Land from the Courtyard. You see tons of signs on the walls. You see the Blue room to the west.". Mr Barrat is a man in Barrat Land. "Mr. Barrat says, something is just wrong with pancakes in a can! Oh, your here. All give you my wedding ring for a chocolate chip cookie with peanut butter." The description of Mr Barrat is "Mr. Barrat is short, fat and mold.". Understand "Rat" as Mr Barrat. Mr Barrat holds a wedding ring. The wedding ring is a thing. The description of the wedding ring is "Mr. Barrat's wedding ring is shiny and gold.". Instead of giving the cookie to Mr Barrat: say "Mr. Barrat says, Thank you. I will consume this immensity. Oh I forgot, here you go. (Mr. Barrat gives you his wedding ring)"; now Mr Barrat holds the cookie; now the wedding ring is carried by the player. Instead of attacking Mr Barrat with a weapon: end the game saying "Mr. Barrat grabs his ruler and hits you with it. You lose consent.". [Light switch] A Light switch is a device. A light switch is in Barrat Land. The device is switched on. Understand "flip [something switched off]" as switching on. Understand "flip[something switched on]" as switching off. After switching off the light switch: say "Now it is pitch black in here.". After switching on the light switch: say "Now it is lighted in here.". [Blue room] West of Barrat Land is the Blue room. The blue room is a room. The description of the blue room is "The blue room is painted blue. To the west you see a window. You see box's of Mr. Barrat's junk in here.". [Window] The window is a door. The window is west of the blue room and east of the district yard. Instead of searching the window: say "Through the window, you see [the other side of the window]." Instead of climbing the window: try entering the window. Understand "climb through [something]" as climbing. Understand "jump through [something]" as climbing. Instead of going through the closed window: say "The window is shut: you'd break the glass." After opening the window: say "You open the window."; now the player is in the district yard. [District yard] The District yard is a room. The District yard is west of the window. The description of the District yard is "You see trees above, the sunny sky and birds. Your outside of the District building.". A soda is in the District yard. The soda is edible. "You see a Pepsi Max on the ground.". Understand "pepsi" and "pepsi max" as soda. Above the District yard is a Tree. A Tree is a room. A bird's nest is in the tree. A bird's nest is a container. The bird's nest contains a Egg. A Egg is a thing. Instead of taking the Egg: say "The mother bird fly's down, grabs you and drops you."; now the player is in the district yard; stop the action. After going from the district yard to the tree: say "You climb up the tall tree."; continue the action. [Vehicles] Include Rideable Vehicles by Graham Nelson. A dirt bike is a rideable vehicle in the courtyard. Understand "dirtbike" and "dirt-bike" and "bike" as dirt bike. After mounting the dirt bike: say "You get on the sweet dirt bike."; award 50 points; continue the action. Instead of going by the dirt bike from the parking lot to the courtyard: say "The sign says, No bikes on school grounds."; stop the action. Instead of going by the car from the parking lot to the courtyard for the first time: say "The sign says, No vehicles on school grounds.". Instead of going by the car from the parking lot to the courtyard for the second time: say "You run over the sign and ride your car from the parking lot to the Courtyard."; now the player is on the car in the courtyard. Instead of opening a door when the player is on a rideable vehicle: say "You can't open a door when your on the dirt bike. Try getting out of the dirt bike."; stop the action. [Parking lot] East of the courtyard is the Parking Lot. The Parking Lot is a room. "You jump off the sidewalk of the Courtyard into the Parking Lot. You see the ground covered with guileful. Northeast is Langley road.". A car is a rideable vehicle in the Parking Lot. "You see a sweet feria in the parking lot.". Understand "feria" and "sweet feria"as car. After mounting car for the first time: award 100 points. Northeast of the parking lot is the Langley road. Instead of going from the parking lot to Langley road: say "You can't leave school grounds. Unless you find a way to sneak out some other way."; stop the action. [Two Story] North of the courtyard is the Two Story.. The Two Story is a room. "The Two Story is the oldest building at LMS, back when LMS was LHS (Langley High School). Your outside of the Two Story. West you see the Basket Ball Court. East you see the School Store." After going to the Two Story Entrance from The Two Story: say "You walk up a few steps throw a door to the Two Story Entrance."; continue the action. The Two Story Entrance is north of the red door. The Two Story Entrance is a room. "You walk into the cozy Two Story. You see stairs leading to the school library above and stairs leading to the hall below.". [hiding items under othere items] Underlying relates various things to one thing. The verb to underlie (he underlies, they underlie, he underlaid, it is underlaid, he is underlying) implies the underlying relation. The verb to be under implies the underlying relation. The verb to be beneath implies the underlying relation. Instead of looking under a thing which is underlaid by something (called the lost object): say "You find [the list of things which underlie the noun]!"; now every thing which underlies the noun is carried by the player; now every thing which underlies the noun does not underlie the noun. The rug is in the Two Story. The brass key is under the rug. The brass key unlocks the blue door. The description of the brass key is "This key unlocks the blue door.". [Drinking] Instead of drinking the soda: remove the noun from play; say "You gulp down the Pepsi. Not bad."; award 10 points. A drink is a kind of thing. The soda is a drink. [Door] The red door is north of the Two Story and south of the Two Story Entrance. The red door is a door. After opening the red door: say "You open the red door."; now the player is in the Two Story Entrance. [Basket ball court] West of The Two Story is The Basket Ball Court. The Basket Ball Court is a room. "You walk to the School Basket Ball Court. You see the sunny sky and basket ball hoops. To the left you see a fence. West you see the field.". A dodge ball is in The Basket Ball Court. The dodge ball is a thing. The description of the dodge ball is "The dodge ball is red.". Understand "Dodge ball" and "ball" as dodge ball. [Field] The Field is south of the Track. The Field is a room. The description of the field is "The Field is the place where guys play Football. You see grass, The LMS Cougars Football score board and the WWII Memoir. You see a Hill North. SCORE BOARD: COUGARS: 27 GUEST: 1". The football is a thing in the field. The description of the football is "This is a signed football by Matt Hasselbeck. Matt Hasselbeck is a player for the Seattle Seahawks.". After taking the football: say "You now carry a Football signed by Matt Hasselbeck in your backpack."; award 100 points. [Hill] North of the Field is the Hill. Hill is a room. "You roll down the hill into the grass. South you see the Field. East you see a Frence.". [Frence] East of the Hill is a Frence. Instead of going east from the Hill: Now the player is in the Basket Ball Court. [Track] West of The Basket Ball Court is the Track. The Track is a room. "You see that the Track is covered with guileful and is 1 mile long. South is the Field". A soccer ball is in the Track. The soccer ball is a thing. The description of the soccer ball is "A soccer ball.". After taking the soccer ball: award 70 points. [R7-24] R7-24 is a thing in the basket ball court. "R7 says, beep, beep, your about to face death.". The description of R7-24 is "R7-24 is a short, powerful, shiny black and red robot." The maximum hit points of R7-24 is 275. R7-24 carries a weapon called a Sock Shooter. The maximum damage of the Sock Shooter is 18. Understand "R7" as R7-24. Every turn: if the player is in the basket ball court and R7-24 is not dead, try R7-24 attacking the player with a random weapon which is carried by R7-24. Every turn: if R7-24 is dead, now the Sock Shooter is carried by the player. Every turn: if the player is in the basket ball court and R7-24 is not dead, change the right hand status line to "R7: [current hit points of R7-24]" . After attacking R7-24 for the 20th time: award 300 points; say "Come on. Keep it up.". [School Library] The School Library is above The Two Story Entrance. The School Library is a room. "You walk up the stairs to the school library. You see several book selves filled with books. Northeast you see the Annex. ". A book is in The School Library. "You see a old book laying on the floor. The title of the book is THE TIME MACHINE (1895).". The description of the book is "THE TIME MACHINE (1895) by H.G. Wells (1866-1946)." Understand "THE TIME MACHINE" as book. After taking the book: say "The book slips into your backpack"; award 20 points. After dropping the book: say "You drop your book on the cold ground.". [Hall] The Hall is below The Two Story Entrance. The hall is a room. "You walk down some stairs into the hall. You see a water fountain. West you see the boy's bathroom. Northeast you see Mr. B's room.". [Boy's bathroom] The boy's bathroom is a room. The boy's bathroom is west of the hall. "You walk into the boy's bathroom. You here sounds of flushing.". A Toilet is inside the boy's bathroom. The toilet is fixed in place. The description of the toilet is "A dirty toilet.". A weapon called a plunger is in the boy's bathroom. The maximum damage of the plunger is 20. The description of the plunger is "A plunger is a tool used to unclog a toilet. Don't know how much use you will have with this but, okay. Maybe you can use it as a weapon.". After taking the plunger for the first time: say "You now carry a plunger" ; award 50 points. Part 3 - End [Status line] When play begins: change the left hand status line to "[the player's surroundings] / You: [current hit points of player] / Score: [score] / Exits:[exit list] / Time: [time of day]"; To say exit list: let place be location; repeat with way running through directions begin; let place be the room way from the location; if place is a room, say " [way]"; end repeat. [Mr. B's room] Mr B's room is a room. Mr B's room is northeast of the hall. "You walk into Mr. B's room.". Mr Bergquist is a man in Mr B's room. "Mr. Berquist says, What's Up?". The description of Mr Bergquist is "Mr. Bergquist is a tall man with a short bread.". Understand "Mr B" as Mr Bergquist. Instead of giving the dodge ball to Mr Bergquist: say "Mr. Bergquist says, Thank you, runs out the door to the Basket Ball Court."; now the dodge ball is carried by Mr Bergquist; now Mr Bergquist is in the basket ball court. A Macintosh Computer is in Mr B's room. The Macintosh is a device. The device is switched off. Understand "Turn [something switched off]" as switching on. Understand "Turn [something switched on]" as switching off. Understand "Mac" and "Apple Mac" and "Apple Macintosh" and "Computer" as Macintosh Computer. After switching off Macintosh Computer: say "You switch off the Mac" After switching on Macintosh Computer: say "You switch on the Mac" Every turn: After switching on the Macintosh Computer: award 15 points The description of the Macintosh Computer is a "A beloved Apple 2006 iMac with Mac OS X 10.4 Tiger" Instead of taking the Macintosh Computer: remove the Macintosh Computer from play; say "As you lift the iMac, you drop it. The iMac breaks into thousands of pieces! Woops"; award 50 points.. Instead of asking Mr Bergquist about "evil robots/robots" : say "Mr. Bergquist says, Here take this.This may help you. (Mr. Bergquist gives you a spoon) Your epic battle with the robots awaits you."; now the spoon is carried by the player. Mr Bergquist holds a spoon. A spoon is a weapon. The maximum damage of the spoon is 7. Instead of attacking Mr Bergquist with a weapon: end the game saying "Mr. Bergquist slams you down to the floor. You lose consent. ". [School Store] The School Store is east of The Two Story. The School Store is a room. "The school store is the place where students buy what ever they want. North you see Downtown Langley.". Tux is a man in The School Store. "Tux says, Welcome to the LMS Store.". The description of Tux is "Tux is the manager of the school store. Tux is a Penguin". Instead of asking Tux about "buying stuff": say "Tux says, you can buy the water gun, the candy bar or the ice cream.". Instead of asking Tux about "the water gun": say "Tux says, I would recommend you buy the water gun. Because it's a powerfull weapon against those the robots that have been hanging around here.". Instead of asking Tux about "the candy bar": say "Tux says, the candy bar is special dark chocolate.". Instead of asking Tux about "the ice cream": say "Tux says, the ice cream is a declivous vanilla ice cream.". Instead of buying Tux: say "You can't buy the manager of the store!" [Downtown Langley] Downtown Langley is north of the school store. Downtown Langley is a room. The description of Downtown Langley is "Downtown Langley is the busiest place in Langley. You see cars and business's everywhere you look. North is the Beach". After going to Downtown Langley from the school store: say "You sneak passed on your dirt bike. You feel the cool wind blow throw your hair as you ride down the hill to Downtown Langley."; continue the action. Instead of going to Downtown Langley from the school store when the player is not on a rideable vehicle : say "It will take to long to walk to Downtown Langley. Maybe you should get a dirt bike and try riding down there.". A trash can is in Downtown Langley.. The trash can is a container. The trash can contains a banana peel. The trash can is openable and closed. The description of the banana peel is "A old gloss banana peel.". After taking the banana peel: say "You pick up the old banana peel.". After opening the trash can: say "You lift up the trash can lid and throw it on the ground. You see a old gloss banana peel in the trash can.". After closing the trash can: say "You pick up the trash can lid and put it back on the trash can.". A wrapper is a thing in downtown Langley. The description of the wrapper is "A old candy bar wrapper.". After taking the wrapper: say "You pick up the wrapper and get zip points for it.". Instead of inserting the wrapper into the trash can: end the game saying "YOU WON! Way to clean up. Victory is yours!". North of Downtown Langley is Langley Beach. Langley Beach is a room. "You step on to the the sandy beach. North is the water" North of Langley Beach is the Water. Instead of going to the Water from Langley Beach: end the game saying "You get into the Water and get eaten by a Shark!" Instead of going to Langley Beach from Downtown Langley when the player is on the dirt bike: say "You can't ride your bike onto the beach." [Money and Buying] Price is a kind of value. $10.99 specifies a price. A thing has a price. The price of a thing is usually $3.00. After examining something for sale that is in the school store, say "It can be yours for [the price of the noun]." Before buying something for sale when the money is free: say "You're broke." instead. Definition: a thing is free if the price of it is $0.00. Definition: a thing is for sale if it is not free. Instead of taking something that is in the school store: say "You'll have to pay for that." Before buying something for sale when the money is not in the wallet: say "You're broke." instead. Before buying something for sale when the price of the money is less than the price of the noun: say "Your funds do not run to the price of [the noun]." instead. Instead of buying something when the player carries the wallet: change price of the money to the price of the money minus the price of the noun; say "You fork over [the price of the noun] for [the noun], leaving yourself with [the price of the money]."; if the money is free, remove the money from play; change the price of the noun to $0.00; now the player is carrying the noun. The wallet is in the backpack. The wallet contains money. The price of the money is $10.00. The printed name of the money is "[price of the money] in cash". Understand "cash" as the money. Instead of taking the money: say "Best to leave it alone until you need to buy something." Instead of buying something free: say "[The noun] is yours already." Instead of buying the money: say "The money belongs to you; you buy things with it." [items you can buy] The vanilla ice cream is an edible thing in the School Store. The price of the ice cream is $2.45. The description is "In the scale of ice creams, you recognize this as a very inferior vanilla because it has no adjectives in the title." The candy bar is an edible thing in the School Store. The price of the candy bar is $1.12. The description is "A declivous dark chocolate candy bar.". The water gun is a weapon in the school store. The price of the water gun is $6.00. The description of the water gun is "A powerful water gun that shoots out allot of water pressure. ". The maximum damage of the water gun is 20. After attacking with the water gun: say "You squirt water at [the noun], socking [the noun]! causing [damage inflicted] point[s] of damage!". After attacking a dead person with the water gun: say "You squirt water at [the noun] , killing [the noun]!". [Annex] The Annex is northeast of the school library. The Annex is a room. "You walk to the Annex. You see several Apple Macintosh computers. Above the Annex is the chill room." A Apple is in the Annex. The Apple is edible. "You see a declivous apple on the floor.". After taking the Apple for the 1st time: award 50 points. Instead of eating the Apple: end the game saying "You bit into the apple. You drop dead to the ground.". Mr Snelling is a man in the Annex. The description of Mr Snelling is "Mr. Snelling is a tall man with a bread.". "Mr. Snelling says, hi.". Understand "CS" as Mr Snelling. Instead of asking Mr Snelling about "PCS": say "Mr. Snelling says, Windows sucks.". Instead of asking Mr Snelling about "Macs": say "Mr. Snelling says, Macs are Wonderful!" Instead of attacking Mr Snelling with a weapon: end the game saying "Mr. Snelling lifts you over his head and slams you down to the floor. You lose consent.". [Chill room] Above the Annex is the chill room. The chill room is a room. The description of the chill room is "The chill room is a place where you can chill, get away from annoying 14 year old girls and get fresh air, look out the window to the streets of Langley or just hang-out and drink water out of the water fountain.". A cup of water is in the chill room. A cup of water is edible. "You see a cup of water by the water fountain.". Instead of drinking the cup of water: remove the noun from play; say "You gulp down the water. You feel refreshed." The cup of water is a drink. [Ending the game] Every turn: if R7-24 is dead and Mega Bot is dead and A Evil Robot is dead and the score is greater than 1100, end the game saying "YOU WON!, Congratulations! You have defeated all the Evil Robots and have restored the teachers and students to LMS. Now wasn't that easy.". Every turn: If the score is greater than 1300, end the game in victory.