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gamebookformat/examples/items.gamebook
Pelle Nilsson af2a459cc9 Items and codewords.
Gamebooks are now quite playable in HTML version. Planning to
redesign inventory and codewords to be handled the same way, to allow
adding other things that behave in a similar way to a gamebook (eg
skills or spells). Also some obvious things are missing like being
able to check if NOT having an item or codeword, or preventing a player
from finding the same item twice (if redirected back to a section where
it can be found after dropping it).
2013-06-07 23:18:33 +02:00

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* 1 start
Demonstrating how to manage player inventory. You start
the book carrying a [take]sword[/take] and a [take]shield[/take].
Turn to [[continue]].
* continue
Here you find a [found]key[/found]. Go on to [[door]].
* door
There is a locked door here.
If you have a [carries]key[/carries] you can use that to
open the door, see [[inside]]. Being right before the link
should be enough for the formatter to figure out that the
key is required to be allowed to follow the link.
Else you can try to open with the [carries]sword[/carries],
if you have it, see [[attempt_break_door_with_sword]].
Hopefully the magic is good enough to pair
pre-conditions to links, or more markup must be added later.
You could also try to go back to pick up the key, see [[continue]].
* attempt_break_door_with_sword
OK. The door is broken, but so is the [drop]sword[/drop].
Turn to [[inside]].
* inside
There is a rope here that can be cut using a [carries]sword[/carries].
If you have it and want to do that, see [[cut_rope]].
Otherwise turn to [[won]].
* cut_rope
OK. That was fun. Turn to [[won]].
* won
Congratulations, you won.