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https://github.com/deater/dos33fsprogs.git
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peasant: hook up cliff actions
This commit is contained in:
parent
438dc1b64c
commit
f995111688
@ -63,11 +63,11 @@ new_location:
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sbc #LOCATION_BASE
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tax
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; lda verb_tables_low,X
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; sta INL
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; lda verb_tables_hi,X
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; sta INH
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; jsr load_custom_verb_table
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lda verb_tables_low,X
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sta INL
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lda verb_tables_hi,X
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sta INH
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jsr load_custom_verb_table
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@ -245,8 +245,15 @@ map_priority_hi:
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.byte >outer_priority_lzsa
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verb_tables_low:
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.byte <cliff_base_verb_table
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.byte <cliff_heights_verb_table
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.byte <cave_outer_verb_table
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verb_tables_hi:
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.byte >cliff_base_verb_table
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.byte >cliff_heights_verb_table
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.byte >cave_outer_verb_table
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cliff_text_lzsa:
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@ -3,438 +3,248 @@
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;=======================
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;=======================
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;=======================
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; Hidden Glen
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; cliff base
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;=======================
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;=======================
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;=======================
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hidden_glen_verb_table:
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.if 0
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.byte VERB_ENTER
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.word hay_bale_enter-1
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.byte VERB_GET
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.word hay_bale_get-1
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.byte VERB_JUMP
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.word hay_bale_jump-1
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.byte VERB_HIDE
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.word hay_bale_hide-1
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.byte VERB_HUG
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.word hay_bale_hug-1
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cliff_base_verb_table:
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.byte VERB_LOOK
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.word hay_bale_look-1
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.byte VERB_STEAL
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.word hay_bale_steal-1
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.byte VERB_TAKE
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.word hay_bale_take-1
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.endif
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.word cliff_base_look-1
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.byte VERB_CLIMB
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.word cliff_base_climb-1
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.byte 0
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.if 0
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;================
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; get
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;================
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hay_bale_get:
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hay_bale_steal:
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hay_bale_take:
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lda CURRENT_NOUN
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cmp #NOUN_HAY
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beq hay_get_hay
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; else "probably wish" message
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jmp parse_common_get
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hay_get_hay:
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ldx #<hay_get_hay_message
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ldy #>hay_get_hay_message
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jmp finish_parse_message
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;=================
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; look
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;=================
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hay_bale_look:
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cliff_base_look:
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lda CURRENT_NOUN
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cmp #NOUN_HAY
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beq hay_look_at_hay
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cmp #NOUN_IN_HAY
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beq hay_look_in_hay
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cmp #NOUN_TREE
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beq hay_look_at_tree
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cmp #NOUN_FENCE
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beq hay_look_at_fence
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cmp #NOUN_NONE
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beq hay_look_at
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beq cliff_base_look_at
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jmp parse_common_look
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hay_look_at:
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ldx #<hay_look_message
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ldy #>hay_look_message
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cliff_base_look_at:
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ldx #<cliff_base_look_message
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ldy #>cliff_base_look_message
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jmp finish_parse_message
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hay_look_at_hay:
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ldx #<hay_look_at_hay_message
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ldy #>hay_look_at_hay_message
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jmp finish_parse_message
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hay_look_in_hay:
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ldx #<hay_look_in_hay_message
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ldy #>hay_look_in_hay_message
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jmp finish_parse_message
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hay_look_at_tree:
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ldx #<hay_look_at_tree_message
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ldy #>hay_look_at_tree_message
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jmp finish_parse_message
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hay_look_at_fence:
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ldx #<hay_look_at_fence_message
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ldy #>hay_look_at_fence_message
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jmp finish_parse_message
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;===================
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; enter hay
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;===================
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hay_bale_enter:
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hay_bale_jump:
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hay_bale_hide:
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lda CURRENT_NOUN
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cmp #NOUN_HAY
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beq enter_hay
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jmp parse_common_unknown
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enter_hay:
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ldx #<hay_enter_hay_clean_message
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ldy #>hay_enter_hay_clean_message
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jmp finish_parse_message
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;===================
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; hug tree
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;===================
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hay_bale_hug:
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lda CURRENT_NOUN
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cmp #NOUN_TREE
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beq hug_tree
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jmp parse_common_unknown
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hug_tree:
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ldx #<hay_hug_tree_message
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ldy #>hay_hug_tree_message
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jmp finish_parse_message
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.endif
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;=======================
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;=======================
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;=======================
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; Inside Lady Cottage
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;=======================
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;=======================
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;=======================
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inside_cottage_verb_table:
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.if 0
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.byte VERB_GET
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.word puddle_get-1
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.byte VERB_TAKE
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.word puddle_take-1
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.byte VERB_STEAL
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.word puddle_steal-1
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.byte VERB_LOOK
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.word puddle_look-1
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.endif
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.byte 0
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.if 0
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;================
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; get
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;================
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puddle_get:
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puddle_steal:
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puddle_take:
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lda CURRENT_NOUN
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cmp #NOUN_ROCK
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beq puddle_get_rock
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cmp #NOUN_STONE
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beq puddle_get_rock
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; else "probably wish" message
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jmp parse_common_get
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puddle_get_rock:
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ldx #<puddle_get_rock_message
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ldy #>puddle_get_rock_message
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jmp finish_parse_message
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;=================
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; look
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; climb
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;=================
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puddle_look:
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cliff_base_climb:
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lda CURRENT_NOUN
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cmp #NOUN_ROCK
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beq puddle_look_at_rock
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cmp #NOUN_STONE
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beq puddle_look_at_rock
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cmp #NOUN_MUD
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beq puddle_look_at_mud
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cmp #NOUN_PUDDLE
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beq puddle_look_at_mud
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cmp #NOUN_CLIFF
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beq cliff_base_do_climb
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cmp #NOUN_NONE
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beq puddle_look_at
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jmp parse_common_look
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puddle_look_at:
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ldx #<puddle_look_at_message
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ldy #>puddle_look_at_message
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jmp finish_parse_message
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puddle_look_at_mud:
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ldx #<puddle_look_mud_message
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ldy #>puddle_look_mud_message
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jmp finish_parse_message
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puddle_look_at_rock:
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ldx #<puddle_get_rock_message
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ldy #>puddle_get_rock_message
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jmp finish_parse_message
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.endif
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;=======================
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;=======================
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;=======================
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; Inside Ned Cottage
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;=======================
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;=======================
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;=======================
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inside_nn_verb_table:
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.if 0
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.byte VERB_ASK
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.word archery_ask-1
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.byte VERB_GET
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.word archery_get-1
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.byte VERB_GIVE
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.word archery_give-1
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.byte VERB_HALDO
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.word archery_haldo-1
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.byte VERB_LOOK
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.word archery_look-1
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.byte VERB_PLAY
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.word archery_play-1
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.byte VERB_STEAL
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.word archery_steal-1
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.byte VERB_TALK
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.word archery_talk-1
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.byte VERB_TAKE
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.word archery_take-1
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.endif
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.byte 0
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.if 0
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;================
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; ask
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;================
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archery_ask:
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; TODO
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jmp parse_common_ask
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;================
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; get
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;================
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archery_get:
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archery_steal:
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archery_take:
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lda CURRENT_NOUN
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cmp #NOUN_TARGET
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beq archery_get_target
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cmp #NOUN_ARROW
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beq archery_get_arrow
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; else "probably wish" message
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jmp parse_common_get
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archery_get_target:
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ldx #<archery_get_target_message
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ldy #>archery_get_target_message
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jmp finish_parse_message
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archery_get_arrow:
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ldx #<archery_get_arrow_message
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ldy #>archery_get_arrow_message
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jmp finish_parse_message
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;================
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; give
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;================
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archery_give:
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; TODO
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jmp parse_common_give
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;================
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; haldo
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;================
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archery_haldo:
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; TODO
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jmp parse_common_haldo
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;=================
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; look
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;=================
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archery_look:
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lda CURRENT_NOUN
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cmp #NOUN_DESK
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beq archery_look_at_desk
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cmp #NOUN_TARGET
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beq archery_look_at_target
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cmp #NOUN_ARCHER
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beq archery_look_at_archer
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cmp #NOUN_NONE
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beq archery_look_at
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jmp parse_common_look
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archery_look_at:
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ldx #<archery_look_message
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ldy #>archery_look_message
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jmp finish_parse_message
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archery_look_at_archer:
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ldx #<archery_look_at_archer_message
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ldy #>archery_look_at_archer_message
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jmp finish_parse_message
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archery_look_at_target:
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ldx #<archery_look_at_target_message
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ldy #>archery_look_at_target_message
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jmp finish_parse_message
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archery_look_at_desk:
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ldx #<archery_look_at_desk_message
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ldy #>archery_look_at_desk_message
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jmp finish_parse_message
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;================
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; play
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;================
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archery_play:
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lda CURRENT_NOUN
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cmp #NOUN_GAME
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beq archery_play_game
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beq cliff_base_do_climb
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jmp parse_common_unknown
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archery_play_game:
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ldx #<archery_play_game_message
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ldy #>archery_play_game_message
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jmp finish_parse_message
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;================
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; talk
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;================
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archery_talk:
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; only talk if close
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lda PEASANT_X
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cmp #23
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bcc archery_talk_too_far
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; check Y too?
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; probably less than $7D?
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; actual game will walk you in if close
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; will it work from beind?
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lda CURRENT_NOUN
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cmp #NOUN_MAN
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beq archery_talk_mendelev
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cmp #NOUN_GUY
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beq archery_talk_mendelev
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cmp #NOUN_DUDE
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beq archery_talk_mendelev
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cmp #NOUN_MENDELEV
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beq archery_talk_mendelev
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cmp #NOUN_ARCHER
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beq archery_talk_mendelev
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jmp parse_common_unknown
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archery_talk_mendelev:
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ldx #<archery_talk_mendelev_message
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ldy #>archery_talk_mendelev_message
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cliff_base_do_climb:
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ldx #<cliff_base_climb_message
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ldy #>cliff_base_climb_message
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jsr partial_message_step
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ldx #<archery_talk_mendelev2_message
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ldy #>archery_talk_mendelev2_message
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jsr partial_message_step
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ldx #<archery_talk_mendelev3_message
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ldy #>archery_talk_mendelev3_message
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jsr finish_parse_message
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; add 1 point to score if don't have mask or trinket
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; add 2 points otherwise
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lda INVENTORY_2
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and #INV2_TRINKET
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bne archer_2_points
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lda INVENTORY_1
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and #INV1_MONSTER_MASK
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bne archer_2_points
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archer_1_point:
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lda #1
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bne archer_score_points ; bra
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archer_2_points:
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lda #2
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archer_score_points:
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jsr score_points
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rts
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archery_talk_too_far:
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ldx #<archery_talk_far_message
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ldy #>archery_talk_far_message
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ldx #<cliff_base_climb2_message
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ldy #>cliff_base_climb2_message
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jmp finish_parse_message
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.endif
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;=======================
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;=======================
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;=======================
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; Cliff Heights
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;=======================
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;=======================
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;=======================
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cliff_heights_verb_table:
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.byte VERB_GET
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.word cliff_heights_get-1
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.byte VERB_TAKE
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.word cliff_heights_get-1
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.byte VERB_STEAL
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.word cliff_heights_get-1
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.byte VERB_CLIMB
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.word cliff_heights_climb-1
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.byte VERB_LOOK
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.word cliff_heights_look-1
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.byte 0
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;================
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; climb
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;================
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cliff_heights_climb:
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lda CURRENT_NOUN
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cmp #NOUN_CLIFF
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beq cliff_heights_do_climb
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cmp #NOUN_NONE
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beq cliff_heights_do_climb
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jmp parse_common_unknown
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cliff_heights_do_climb:
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ldx #<cliff_heights_climb_message
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ldy #>cliff_heights_climb_message
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jmp finish_parse_message
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.include "dialog_inside.inc"
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;================
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; get
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;================
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cliff_heights_get:
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cliff_heights_steal:
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cliff_heights_take:
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lda CURRENT_NOUN
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cmp #NOUN_BONE
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beq cliff_heights_get_bone
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cmp #NOUN_SKULL
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beq cliff_heights_get_bone
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; else "probably wish" message
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jmp parse_common_get
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cliff_heights_get_bone:
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ldx #<cliff_heights_get_bone_message
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ldy #>cliff_heights_get_bone_message
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jmp finish_parse_message
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;=================
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; look
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;=================
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cliff_heights_look:
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lda CURRENT_NOUN
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cmp #NOUN_LIGHTNING
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beq cliff_heights_look_at_lightning
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cmp #NOUN_CAVE
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beq cliff_heights_look_at_cave
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cmp #NOUN_BONE
|
||||
beq cliff_heights_look_at_bone
|
||||
cmp #NOUN_SKULL
|
||||
beq cliff_heights_look_at_bone
|
||||
cmp #NOUN_NONE
|
||||
beq cliff_heights_look_at
|
||||
|
||||
jmp parse_common_look
|
||||
|
||||
cliff_heights_look_at:
|
||||
ldx #<cliff_heights_look_at_message
|
||||
ldy #>cliff_heights_look_at_message
|
||||
jmp finish_parse_message
|
||||
|
||||
cliff_heights_look_at_bone:
|
||||
ldx #<cliff_heights_look_bone_message
|
||||
ldy #>cliff_heights_look_bone_message
|
||||
jmp finish_parse_message
|
||||
|
||||
cliff_heights_look_at_cave:
|
||||
ldx #<cliff_heights_look_cave_message
|
||||
ldy #>cliff_heights_look_cave_message
|
||||
jmp finish_parse_message
|
||||
|
||||
cliff_heights_look_at_lightning:
|
||||
ldx #<cliff_heights_look_lightning_message
|
||||
ldy #>cliff_heights_look_lightning_message
|
||||
jmp finish_parse_message
|
||||
|
||||
|
||||
;=======================
|
||||
;=======================
|
||||
;=======================
|
||||
; Trogdor Cave Outer
|
||||
;=======================
|
||||
;=======================
|
||||
;=======================
|
||||
|
||||
cave_outer_verb_table:
|
||||
.byte VERB_CLIMB
|
||||
.word cave_outer_climb-1
|
||||
.byte VERB_LOOK
|
||||
.word cave_outer_look-1
|
||||
.byte 0
|
||||
|
||||
;=================
|
||||
; look
|
||||
;=================
|
||||
|
||||
cave_outer_look:
|
||||
|
||||
lda CURRENT_NOUN
|
||||
|
||||
cmp #NOUN_BEADS
|
||||
beq cave_outer_look_at_curtain
|
||||
cmp #NOUN_CURTAIN
|
||||
beq cave_outer_look_at_curtain
|
||||
cmp #NOUN_DOOR
|
||||
beq cave_outer_look_at_door
|
||||
cmp #NOUN_SKELETON
|
||||
beq cave_outer_look_at_skeleton
|
||||
cmp #NOUN_OPENINGS
|
||||
beq cave_outer_look_at_openings
|
||||
cmp #NOUN_NONE
|
||||
beq cave_outer_look_at
|
||||
|
||||
jmp parse_common_look
|
||||
|
||||
cave_outer_look_at:
|
||||
ldx #<cave_outer_look_message
|
||||
ldy #>cave_outer_look_message
|
||||
jmp finish_parse_message
|
||||
|
||||
cave_outer_look_at_curtain:
|
||||
ldx #<cave_outer_look_curtain_message
|
||||
ldy #>cave_outer_look_curtain_message
|
||||
jmp finish_parse_message
|
||||
|
||||
cave_outer_look_at_door:
|
||||
ldx #<cave_outer_look_door_message
|
||||
ldy #>cave_outer_look_door_message
|
||||
jmp finish_parse_message
|
||||
|
||||
cave_outer_look_at_openings:
|
||||
ldx #<cave_outer_look_openings_message
|
||||
ldy #>cave_outer_look_openings_message
|
||||
jmp finish_parse_message
|
||||
|
||||
cave_outer_look_at_skeleton:
|
||||
ldx #<cave_outer_look_skeleton_message
|
||||
ldy #>cave_outer_look_skeleton_message
|
||||
jmp finish_parse_message
|
||||
|
||||
|
||||
;================
|
||||
; climb
|
||||
;================
|
||||
cave_outer_climb:
|
||||
|
||||
lda CURRENT_NOUN
|
||||
|
||||
cmp #NOUN_CLIFF
|
||||
beq cave_outer_do_climb
|
||||
cmp #NOUN_NONE
|
||||
beq cave_outer_do_climb
|
||||
|
||||
jmp parse_common_unknown
|
||||
|
||||
cave_outer_do_climb:
|
||||
ldx #<cave_outer_climb_message
|
||||
ldy #>cave_outer_climb_message
|
||||
jmp finish_parse_message
|
||||
|
||||
|
||||
|
||||
.include "dialog_cliff.inc"
|
||||
|
@ -840,7 +840,7 @@ noun_lookup:
|
||||
.byte "COLD",NOUN_COLD|$80
|
||||
.byte "COTTAGE",NOUN_COTTAGE|$80
|
||||
.byte "CRANK",NOUN_CRANK|$80
|
||||
.byte "CURTAINS",NOUN_CURTAINS|$80
|
||||
.byte "CURTAIN",NOUN_CURTAIN|$80
|
||||
.byte "DAN",NOUN_DAN|$80
|
||||
.byte "DESK",NOUN_DESK|$80
|
||||
.byte "DINGHY",NOUN_DINGHY|$80
|
||||
|
@ -3,6 +3,7 @@
|
||||
;============
|
||||
|
||||
; + look
|
||||
cliff_base_look_message:
|
||||
.byte "You're at the base of a",13
|
||||
.byte "very climbable cliff that",13
|
||||
.byte "leads to Trogdor's",13
|
||||
@ -13,6 +14,7 @@
|
||||
|
||||
; +3 POINTS (maybe at the top?)
|
||||
; + climb (walks to center of cliff)
|
||||
cliff_base_climb_message:
|
||||
.byte "With a new determination",13
|
||||
.byte "you dig your fingers into",13
|
||||
.byte "the cliff face and begin to",13
|
||||
@ -20,6 +22,7 @@
|
||||
.byte "mountain like you were in a",13
|
||||
.byte "sports drink commercial.",0
|
||||
|
||||
cliff_base_climb2_message:
|
||||
.byte "The mountain starts",13
|
||||
.byte "rumbling and big loose",13
|
||||
.byte "boulders start tumblin",13
|
||||
@ -30,7 +33,8 @@
|
||||
; Cliff
|
||||
;=============
|
||||
|
||||
; (Hit by rock or pterodactyl when climbing the cliff) — {You fall to the ground and lie in a heap}
|
||||
; (Hit by rock or pterodactyl when climbing the cliff)
|
||||
; {You fall to the ground and lie in a heap}
|
||||
.byte "Oops! You climbed real bad. You knew that you were AVOIDING the rocks, right? Not collecting them. Anyways, nice try. You dead. Thanks for playing.",0
|
||||
|
||||
;===================
|
||||
@ -43,32 +47,38 @@
|
||||
.byte "with those arrow keys.",0
|
||||
|
||||
; + look
|
||||
cliff_heights_look_at_message:
|
||||
.byte "Wow! It sure gets creepy",13
|
||||
.byte "fast around here! What with",13
|
||||
.byte "all the lightning and the",13
|
||||
.byte "scary cave entrances.",0
|
||||
|
||||
; + look bone/skull
|
||||
cliff_heights_look_bone_message:
|
||||
.byte "You can't be sure but you",13
|
||||
.byte "think those are dead person",13
|
||||
.byte "bones.",0
|
||||
|
||||
; + look cave
|
||||
cliff_heights_look_cave_message:
|
||||
.byte "The cave entrance beckons",13
|
||||
.byte "to you like a hot mutton",13
|
||||
.byte "sandwich might.",0
|
||||
|
||||
; + look lightning
|
||||
cliff_heights_look_lightning_message:
|
||||
.byte "Scary. Like Auntie",13
|
||||
.byte "Gerelda's crow's feet.",0
|
||||
|
||||
; + climb cliff (at top)
|
||||
cliff_heights_climb_message:
|
||||
.byte "They don't show how the",13
|
||||
.byte "sports-drink people get",13
|
||||
.byte "down from the cliff. You've",13
|
||||
.byte "no idea how to start.",0
|
||||
|
||||
; + get/take/steal bone/skull
|
||||
cliff_heights_get_bone_message:
|
||||
.byte "Eww. No. Grody. You're",13
|
||||
.byte "grody. No. Eww.",0
|
||||
|
||||
@ -86,6 +96,7 @@
|
||||
.byte "I think he wants something from your inventory. Or you could just tell him ",34,"take the quiz",34,0
|
||||
|
||||
; + look
|
||||
cave_outer_look_message:
|
||||
.byte "There are 3 openings with a",13
|
||||
.byte "little cliff in front of",13
|
||||
.byte "each. A beaded curtain",13
|
||||
@ -93,6 +104,7 @@
|
||||
.byte "far wall.",0
|
||||
|
||||
; + look curtain/beads
|
||||
cave_outer_look_curtain_message:
|
||||
.byte "That thing's awesome. You",13
|
||||
.byte "always wanted one for your",13
|
||||
.byte "dorm room but your roommate",13
|
||||
@ -100,15 +112,18 @@
|
||||
.byte "no.",0
|
||||
|
||||
; + look door
|
||||
cave_outer_look_door_message:
|
||||
.byte "A wicked beaded curtain",13
|
||||
.byte "hangs in the doorway.",0
|
||||
|
||||
; + look openings
|
||||
cave_outer_look_openings_message:
|
||||
.byte "They're mysterious and out",13
|
||||
.byte "of reach. Like girls were",13
|
||||
.byte "to you in high school.",0
|
||||
|
||||
; + look skeleton
|
||||
cave_outer_look_skeleton_message:
|
||||
.byte "You can't be sure but you",13
|
||||
.byte "think those are dead person",13
|
||||
.byte "bones.",0
|
||||
@ -139,55 +154,7 @@
|
||||
.byte "The fabled Trog-Sword is yours. You now have the means to strike down Trogdor. Good luck, peasant.",0
|
||||
|
||||
; + climb cliff
|
||||
cave_outer_climb_message:
|
||||
.byte "Nope. It's too sheer.",0
|
||||
|
||||
|
||||
;===================================
|
||||
; Trogdor's Posh Lair / Inner Cave
|
||||
;===================================
|
||||
|
||||
; Type any command other than "Talk" or "Talk Trogdor" after Trogdor wakes up
|
||||
.byte "Trogdor is awake and a couple seconds from a Rather Dashing BBQ. Might as well say your peace with him.",0
|
||||
|
||||
; (Walk too close to Trogdor while he's asleep)
|
||||
; {Trogdor burninates you without waking up}
|
||||
.byte "Yow. Looks like you got a little too close. You dead. Maybe next time don't get too close.",0
|
||||
|
||||
; + look
|
||||
.byte "You're in a giant cavern which houses a giant dragon. You didn't shrink or anything.",0
|
||||
|
||||
; + look trogdor (while he's asleep)
|
||||
.byte "Holy crap! Trogdor's way bigger in person than he looks in most tapestries you've seen. All of the sudden, losing your cottage doesn't seem so bad anymore.",0
|
||||
|
||||
; + look trogdor (when he's awake)
|
||||
.byte "Trogdor is looming menacingly over you with a tiny wee sword stuck in his belly. He looks like he's gonna kill you really soon.",0
|
||||
|
||||
; + (enter Trogdor's cave)
|
||||
.byte "the beaded curtain slams shut behind you. There's no turning back now.",0
|
||||
|
||||
; +7 POINTS
|
||||
; + throw sword
|
||||
.byte "This is it! You hurl the Trog-Sword with all your might at the sleeping Burninator.",0
|
||||
.byte "Now you've done it! Trogdor's awake and the Trog-Sword doesn't seem to be doing a whole lot.",0
|
||||
.byte "Your legs lock in fear, your eyes glaze over and you wish for some Depeasant adult undergarments. But you think you hear Trogdor whimpering!",0
|
||||
.byte "Aw crap, that's you whimpering. At least your voice still works, I guess.",0
|
||||
|
||||
; +10 POINTS
|
||||
; + talk trogdor
|
||||
.byte "You scream that your name is Rather Dashing and that Trogdor burninated your cottage and you're here for revenge!",0
|
||||
.byte 34,"Sup, mortal,",34," booms Trogdor. ",34,"I really appreciate you making the effort to come all the way up here and vanquish me and all. But, I'm kinda indestructible.",34,0
|
||||
.byte 34,"Yeah, I can't be killed. I'm surprised nobody mentioned that to you. I'll admit though, you've gotten farther than anybody else ever has. I bet they'll make a statue or something in honor of you somewheres.",34,0
|
||||
.byte 34,"I can honestly say it'll be a pleasure and an honor to burninate you, Rather Dashing.",34,0
|
||||
.byte "Aw that sure was nice of him!",0
|
||||
.byte "Congratulations! You've won! No one can kill Trogdor but you came closer than anybody ever! Way to go!",0
|
||||
|
||||
; + wake up trogdor
|
||||
.byte "'Troggie...', you murmur. 'Troggie, wake up it's time for Burnination school.' He's not budging.",0
|
||||
|
||||
; + attack trogdor (when he's asleep)
|
||||
; + kill / slay trogdor (while Trogdor's asleep, in his lair)
|
||||
.byte "Like how?",0
|
||||
|
||||
; + talk trogdor (while he's asleep)
|
||||
.byte "You yell some choice expletives at Trogdor but he doesn't wake up. There's a cool echo, though.",0
|
||||
|
||||
|
49
games/peasant/text/trogdor.inc
Normal file
49
games/peasant/text/trogdor.inc
Normal file
@ -0,0 +1,49 @@
|
||||
;===================================
|
||||
; Trogdor's Posh Lair / Inner Cave
|
||||
;===================================
|
||||
|
||||
; Type any command other than "Talk" or "Talk Trogdor" after Trogdor wakes up
|
||||
.byte "Trogdor is awake and a couple seconds from a Rather Dashing BBQ. Might as well say your peace with him.",0
|
||||
|
||||
; (Walk too close to Trogdor while he's asleep)
|
||||
; {Trogdor burninates you without waking up}
|
||||
.byte "Yow. Looks like you got a little too close. You dead. Maybe next time don't get too close.",0
|
||||
|
||||
; + look
|
||||
.byte "You're in a giant cavern which houses a giant dragon. You didn't shrink or anything.",0
|
||||
|
||||
; + look trogdor (while he's asleep)
|
||||
.byte "Holy crap! Trogdor's way bigger in person than he looks in most tapestries you've seen. All of the sudden, losing your cottage doesn't seem so bad anymore.",0
|
||||
|
||||
; + look trogdor (when he's awake)
|
||||
.byte "Trogdor is looming menacingly over you with a tiny wee sword stuck in his belly. He looks like he's gonna kill you really soon.",0
|
||||
|
||||
; + (enter Trogdor's cave)
|
||||
.byte "the beaded curtain slams shut behind you. There's no turning back now.",0
|
||||
|
||||
; +7 POINTS
|
||||
; + throw sword
|
||||
.byte "This is it! You hurl the Trog-Sword with all your might at the sleeping Burninator.",0
|
||||
.byte "Now you've done it! Trogdor's awake and the Trog-Sword doesn't seem to be doing a whole lot.",0
|
||||
.byte "Your legs lock in fear, your eyes glaze over and you wish for some Depeasant adult undergarments. But you think you hear Trogdor whimpering!",0
|
||||
.byte "Aw crap, that's you whimpering. At least your voice still works, I guess.",0
|
||||
|
||||
; +10 POINTS
|
||||
; + talk trogdor
|
||||
.byte "You scream that your name is Rather Dashing and that Trogdor burninated your cottage and you're here for revenge!",0
|
||||
.byte 34,"Sup, mortal,",34," booms Trogdor. ",34,"I really appreciate you making the effort to come all the way up here and vanquish me and all. But, I'm kinda indestructible.",34,0
|
||||
.byte 34,"Yeah, I can't be killed. I'm surprised nobody mentioned that to you. I'll admit though, you've gotten farther than anybody else ever has. I bet they'll make a statue or something in honor of you somewheres.",34,0
|
||||
.byte 34,"I can honestly say it'll be a pleasure and an honor to burninate you, Rather Dashing.",34,0
|
||||
.byte "Aw that sure was nice of him!",0
|
||||
.byte "Congratulations! You've won! No one can kill Trogdor but you came closer than anybody ever! Way to go!",0
|
||||
|
||||
; + wake up trogdor
|
||||
.byte "'Troggie...', you murmur. 'Troggie, wake up it's time for Burnination school.' He's not budging.",0
|
||||
|
||||
; + attack trogdor (when he's asleep)
|
||||
; + kill / slay trogdor (while Trogdor's asleep, in his lair)
|
||||
.byte "Like how?",0
|
||||
|
||||
; + talk trogdor (while he's asleep)
|
||||
.byte "You yell some choice expletives at Trogdor but he doesn't wake up. There's a cool echo, though.",0
|
||||
|
@ -98,7 +98,7 @@ NOUN_CLUB = 17
|
||||
NOUN_COLD = 18
|
||||
NOUN_COTTAGE = 19
|
||||
NOUN_CRANK = 20
|
||||
NOUN_CURTAINS = 21
|
||||
NOUN_CURTAIN = 21
|
||||
NOUN_DAN = 22
|
||||
NOUN_DESK = 23
|
||||
NOUN_DINGHY = 24
|
||||
|
Loading…
x
Reference in New Issue
Block a user