room "world", salet, tags: ["start"], optionText: "Enter the world", ways: ["plaza"] dsc: """ ### Rhinestone Room You're in a large room carved inside a giant milky rock mountain. The floor and walls are littered with signs and signatures of the previous visitors. """ objects: well: obj "well", dsc: "A steep narrow {{well}} proceeds upward." act: "There is only one passage out. See the „Other rooms“ block popped up? Click it." room "plaza", salet, title: (from) -> if from == "world" return "Upwards" else return "Town plaza" cycle: ["quirky", "distinct", "kooky", "crazy", "quaint"] ways: ["shop"] before: (system, from) -> if from == 'world' """ You climb up the well and come out to a central plaza of a #{cyclelink("quaint")} little town. A plaque nearby says it's the town of *Innsmouth,* wherever that is. """ else "You quickly find the central plaza." objects: policeman: obj "policeman", dsc: "There is a policeman nearby. You could ask him {{for directions.}}" act: (salet) -> if salet.character.has_mark? return "You already talked to him, no need to bug the man twice." salet.character.has_mark ?= true salet.getRoom("lair").destination() """ “Here, let me mark it on your map.” """ people: obj "people", dsc: "There are {{people shouting}} nearby." act: 'Just some weirdos shouting "Viva la Cthulhu!". Typical.' room "shop", salet, title: "The Shop" #pic: "http://loremflickr.com/640/300/room,shop" ways: ["plaza", "shop-inside", "lair"] dsc: """ Being the only shop in town, this trendy establishment did not need a name. It's an open question why it had one, especially because its name was "Hung Crossing". You are standing in front of a picturesque sign. It's cold here. """ room "lair", salet, title: "The Lair" before: "Finding The Lair is easy. Leaving it is impossible. Your game ends here." dsc: """ The Lair of Yog-Sothoth is a very *n'gai* cave, full of *buggs-shoggogs* and *n'ghaa ng'aa*. """ objects: bugg: obj "bugg", dsc: "You see a particularly beautiful slimy {{bugg.}}" takeable: false act: (salet) => salet.here().drop(@name) return "You eat the bugg mass. Delicious and raw. Perhaps it's a good lair to live in." dialogue "Yes", salet, "merchant", "merchant", """ Yes. """ room "shop-inside", salet, ways: ["shop"] tags: ["merchant"] optionText: "End the conversation" title: "Inside the Shop" dsc: """ The insides are painted pastel white, honouring The Great Milk Spill of 1985. """ objects: merchant: obj "merchant", dsc: "A {{merchant}} eyes you warily." takeable: false act: (system) => salet.processClick("merchdialogue") return "" ### I want to be able to do this but I can't because I'm lost in all the `this` and @objects and `new`. The chain of calls is very weird and this puts an object IN EVERY ROOM for God's sake. I need someone smarter than me to fix this. lamp = obj "lamp", dsc: "You see a {{lamp.}}" takeable: true lamp.put("shop-inside") ### room "merchdialogue", salet, choices: "#merchant", dsc: """ Nice day, isn't it? """