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inform7/resources/Documentation/Examples/Xerxes.txt
2023-07-24 11:56:58 +01:00

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Example: ** Xerxes
Location: Amusing a victorious player
RecipeLocation: Ending The Story
Index: AMUSING menu shown at the endgame
Description: Offering the player a menu of things to read after winning the game.
For: Z-Machine
Building a menu is moderately tedious, so we will rely on the standard menu extensions provided. Thus:
{*}"Xerxes"
Include Basic Screen Effects by Emily Short. Include Menus by Emily Short.
Table of Amusing Matter
title subtable description toggle
"Cult Revisions" -- "Did you try... [paragraph break] banning the worship of Seth? [line break] of Dionysus? [line break] assigning all your priests to Re? [line break] assigning male priests to Cybele? [line break] assigning married priestesses to Hestia? [line break] identifying one god as another (e.g., Isis and Hecate)? [line break] identifying a mortal as a god (e.g., Alexander as Helios-Apollo)?" --
"Military Revisions" -- "Did you try... [paragraph break] allying a Greek city-state with the Persians? (try >MEDIZE) [line break] playing Athens as a land-based power?" --
Rule for amusing a victorious player:
now the current menu is the Table of Amusing Matter;
now the current menu title is "Things to Try";
carry out the displaying activity;
clear the screen.
Omitting about a half million words from this rigorous and educational but nonetheless enthralling simulation of centuries of history, culture, and religion, we will skip directly to:
{**}Athens is a room.
Use scoring.
Every turn:
if the score is greater than 10000, end the story finally.
When play begins: now the score is 10001.
Test me with "z".