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// The pot where the player can deposit stuff for the cat.
015-3.gat,37,29,0|script|Pot|127,{
if (Katze > 0)
mes "It's that old pot again.";
if (Katze == 0)
mes "It's a pot.";
next;
if (Katze == 1 && KatzeBeenOutside == 1)
goto L_NeedsFood;
if (Katze == 1)
goto L_HasMilk;
if (Katze == 2 && KatzeBeenOutside == 1)
goto L_NeedsFur;
if (Katze == 2)
goto L_HasFood;
if (Katze == 3)
goto L_NeedsWood;
if (Katze == 4 && KatzeBeenOutside == 0)
goto L_HasWood;
if (Katze >= 4)
goto L_Finished;
L_NeedsMilk:
if (countitem("Milk") > 0)
menu
"Pour in some milk.", L_GiveMilk,
"Leave it alone.", -;
close;
L_GiveMilk:
delitem "Milk", 1;
set Katze, 1;
set KatzeBeenOutside, 0;
close;
L_HasMilk:
mes "There is milk in it.";
close;
L_NeedsFood:
mes "The milk is gone!";
next;
if (countitem("ChickenLeg") > 0 && countitem("Steak") > 0)
menu
"Put in a chicken leg.", L_GiveChicken,
"Put in a steak.", L_GiveSteak,
"Leave it alone.", -;
if (countitem("ChickenLeg") > 0 && countitem("Steak") == 0)
menu
"Put in a chicken leg.", L_GiveChicken,
"Leave it alone.", -;
if (countitem("ChickenLeg") == 0 && countitem("Steak") > 0)
menu
"Put in a steak.", L_GiveSteak,
"Leave it alone.", -;
close;
L_GiveChicken:
delitem "ChickenLeg", 1;
set Katze, 2;
set KatzeBeenOutside, 0;
close;
L_GiveSteak:
delitem "Steak", 1;
set Katze, 2;
set KatzeBeenOutside, 0;
close;
L_HasFood:
mes "There is some food in it.";
close;
L_NeedsFur:
mes "And it's empty!";
next;
if (countitem("WhiteFur") > 0)
menu
"Put a white fur next to the pot.", L_GiveFur,
"Leave it alone.", -;
close;
L_GiveFur:
mes "You put down the fur, but the cat doesn't seem to take any notice. Maybe there's something else you could do. You pick the fur up again.";
close;
L_NeedsWood:
if (countitem("RawLog") > 0)
menu
"Put a wooden log next to the pot.", L_GiveWood,
"Leave it alone.", -;
close;
L_GiveWood:
delitem "RawLog", 1;
set Katze, 4;
set KatzeBeenOutside, 0;
mes "You put the wooden log next to the pot. The cat eyes it suspiciously, but remains on her spot.";
close;
L_HasWood:
mes "A wooden log is patiently lying next to it.";
close;
L_Finished:
close;
}
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