QUIT | * | 1000 | Bye! | QUIT_GAME()
LOOK | * | 1 | * | LOOK_ROOM()
HELP | * | 1 | Type commands to explore the environment. Use 'LOOK' to examine the room you're in, or 'LOOK <item>' to examine an item closely. 'N', 'S', 'E', and 'W' will move you in the four cardinal directions, and 'I' will let you check your inventory. The parser is not very advanced, so do your best. 'Q', 'QUIT', or 'EXIT' will let you quit. |
INVENTORY | * | 1 | * | CHECK_INVENTORY()
NORTH | * | 1 | You can't go north from here. |
SOUTH | * | 1 | You can't go south from here. |
EAST | * | 1 | You can't go east from here. |
WEST | * | 1 | You can't go west from here. |
NORTH | IN(FIRST_ROOM) | 10 | You head through the door. | GOTO(SECOND_ROOM)
SOUTH | IN(SECOND_ROOM) | 10 | You head back through the door. | GOTO(FIRST_ROOM)
EAST | IN(FIRST_ROOM) & ENABLED(LEVER_PULLED) | 20 | You crouch under the portcullis and enter the room. | GOTO(FIRE_ROOM)
EAST | IN(FIRST_ROOM) | 10 | There is a portcullis in the way. |
WEST | IN(FIRE_ROOM) | 10 | You crouch under the portcullis and return to the room. | GOTO(FIRST_ROOM)
WEST | IN(FIRST_ROOM) | 10 | It's way too dark in there. You shouldn't go in without a light source. |
WEST | IN(FIRST_ROOM) & HAS_ITEM(LIT_TORCH) | 100 | You cautiously enter the darkened room. | GOTO(DARK_ROOM)
EAST | IN(DARK_ROOM) | 10 | You make your way out of the darkened room. | GOTO(FIRST_ROOM)
PULL       | *                                      | 1    | You don't see anything to pull |
PULL       | IN(SECOND_ROOM)                         | 10   | What do you want to pull? |
PULL LEVER | IN(SECOND_ROOM)                         | 100  | You pull the lever and the sound of grinding machinery comes from the first room. | ENABLE(LEVER_PULLED)
PULL LEVER | IN(SECOND_ROOM) & ENABLED(LEVER_PULLED) | 1000 | You already pulled it.    |
TAKE TORCH | ITEM_HERE(UNLIT_TORCH) | 1000 | You pick up the torch | TAKE(UNLIT_TORCH)
TAKE TORCH | ITEM_HERE(LIT_TORCH) | 1000 | You carefully pick up the torch | TAKE(LIT_TORCH)
TAKE TORCH | HAS_ITEM(UNLIT_TORCH) | 1001 | You already have a torch |
TAKE TORCH | HAS_ITEM(LIT_TORCH) | 1001 | You already have a torch |
TAKE TORCH | * | 100 | What torch? |
DROP TORCH | * | 100 | What torch? |
DROP TORCH | HAS_ITEM(UNLIT_TORCH) | 1000 | You lay the torch carefully on the ground. | DROP(UNLIT_TORCH)
DROP TORCH | HAS_ITEM(LIT_TORCH) | 1000 | You lay the torch carefully on the ground. | DROP(LIT_TORCH)
LIGHT TORCH | HAS_ITEM(LIT_TORCH) | 1000 | The torch is already burning brightly. |
LIGHT TORCH | * | 1 | What torch? |
LIGHT TORCH | HAS_ITEM(UNLIT_TORCH) | 10 | You don't have any way to light that. |
LIGHT TORCH | HAS_ITEM(UNLIT_TORCH) & IN(FIRE_ROOM) | 100 | You light the torch in the fire. It can illuminate a decent area. | TAKE(LIT_TORCH) & DESTROY(UNLIT_TORCH)
TOUCH FIRE | * | 1 | Why? What fire? |
TOUCH FIRE | HAS_ITEM(LIT_TORCH) | 10 | The torch singes your hand. Why would you do such a thing? |
TOUCH FIRE | IN(FIRE_ROOM) | 100 | You burn your hand quite badly in the flames! Why would you do that? |
LOOK PORTCULLIS | * | 1 | What portcullis? |
LOOK PORTCULLIS | IN(FIRST_ROOM) | 10 | The portcullis is made of wide metal slabs. In the room behind it, a merry fire crackles. |
LOOK PORTCULLIS | IN(FIRST_ROOM) & ENABLED(LEVER_PULLED) | 100 | The portcullis is mostly retracted into a slot in the ceiling in the doorway. |
LOOK PORTCULLIS | IN(FIRE_ROOM) | 100 | The portcullis is mostly retracted into a slot in the ceiling in the doorway. |
