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- /* This is the graal.main script file for Olaf Longhair,
- /* the first ever GRAAL Graphic Adventure. Heavily annotated...
-
- /* NAME: string
- /* -> The name of the adventure
- /*
- NAME: "Olaf Longhair - GRAAL Demo Version"
-
- /* VERSION: string
- /* -> The version number of the adventure
- /*
- VERSION: version 1.0
-
- /* MAX_CACHE: number of files
- /* -> This number is the maximum number of files to be
- /* buffer in RAM: of machines with memory to spare.
- /*
- /* Set to 0 during testing and to 100 when playing.
- /*
- /* Normally, the true number of cached files are
- /* calculated according to the available memory - if
- /* you have put together a weird game where your
- /* files average more then 50K, you may want to lower
- /* the cache to just a few files - say 10 or 20. Normally,
- /* 100 should be just fine, though.
- /*
- MAX_CACHE: 100
-
- /* WALK_BUTTON: LEFT or RIGHT
- /* -> This is the button used for "walking about"
- /*
- WALK_BUTTON: LEFT
-
- /* EXIT_COL: colour
- /* -> The colour of the text marking the exits
- /*
- EXIT_COL: 8
-
- /* OBJ_COL: colour
- /* -> The colour of the text marking the objects
- /*
- OBJ_COL: 1
-
- /* START_ROOM: roomnumber;entrance
- /* -> This is the room where the whole adventure starts
- /*
- START_ROOM: 1;1
-
- /* MAX_ROOM: rooms
- /* -> The highest room number used. Don't forget to alter this
- /* when higher numbered rooms are added to the game!!
- /*
- MAX_ROOM: 50
-
- /* MAX_SECTION: sections
- /* -> The highest section number used. Don't forget to alter this
- /* as sections are added to the game!
- /*
- MAX_SECTION: 15
-
- /* MAX_DACT: direct_room_actions
- /* -> The maximum number of direct room actions used anywhere in a
- /* room file. Keep an eye on this value as your adventure
- /* gets more complex...
- /*
- MAX_DACT: 50
-
- /* MSGFONT: fontname;fontsize
- /* -> The specified font and fontsize must be installed in the
- /* FONT drawer of the currently used boot disk. Also, remember
- /* to run FIXFONTS on the FONTS: drawer, or it won't work.
- /* This font is used for on-screen messages & dialogue.
- /*
- MSGFONT: hires-5a;8
-
- /* COMFONT: fontname;fontsize
- /* -> The specified font and fontsize must be installed in the
- /* FONT drawer of the currently used boot disk. Also, remember
- /* to run FIXFONTS on the FONTS: drawer, or it won't work.
- /* This font is used in the sentence area.
- /*
- COMFONT: garnet;9
-
- /* TITLEFONT1: fontname;fontsize
- /* -> The specified font and fontsize must be installed in the
- /* FONT drawer of the currently used boot disk. Also, remember
- /* to run FIXFONTS on the FONTS: drawer, or it won't work.
- /* This font is used for title screen text.
- /*
- TITLEFONT1: emerald;20
-
- /* TITLEFONT2: fontname;fontsize
- /* -> The specified font and fontsize must be installed in the
- /* FONT drawer of the currently used boot disk. Also, remember
- /* to run FIXFONTS on the FONTS: drawer, or it won't work.
- /* This font is used for title screen text.
- /*
- TITLEFONT2: times;14
-
- /* COMMAND_AREA: file
- /* -> Specify the name of the picture file containing the graphics
- /* for the command area. (Don't alter sizes of boxes, buttons or
- /* the verb names in version 1!) If you use the default file
- /* graal.comm, you don't have to load it - it's already in memory.
- /*
- COMMAND_AREA: DEFAULT
-
- /* DLG_AREA: file
- /* -> Specify the name of the picture file containing the graphics
- /* for the dialogue input area. (Don't alter sizes of the lines
- /* in version 1!) If you use the default file graal.dlg, you don't
- /* have to load it - it's already in memory.
- /*
- DLG_AREA: DEFAULT
-
- /* RESOURCE: file
- /* -> This file is an Amos Pro dialogue resource bank used for
- /* dialogue boxes, requesters, etc.
- /*
- /* The style of the reqources in the Olaf_Resource.Abk match
- /* that of the graal.comm and graal.dlg graphic files.
- /* DEFAULT means GRAAL's built-in bank will be used.
- /*
- RESOURCE: DEFAULT
-
- /* GLOBALOBJS: number
- /* -> Specifies the number of global objects. These are the
- /* objects which can be used throughout the whole adventure,
- /* and also all objects with which you can talk using dialogues
- /*
- GLOBALOBJS: 50
-
- /* SECTIONOBJS: number
- /* -> Specifies the number of objects that only exists when
- /* visiting a certain section.
- /*
- /* Note that all object flags, new
- /* names and states are lost when the section is exited,
- /* so any states must be saved and restored using
- /* room flags!!! SOBJn uses the min value as its offset.
- /*
- SECTIONOBJS: 10
-
- /* ROOMOBJS: min;max
- /* -> Specifies the number of objects that only exist within one room.
- /* Note that no altered flags, states or names for these objects
- /* remain between visits to the room: Any state changes must
- /* be saved and stored using room flags!!! ROBJn uses the min
- /* value as its offset.
- /*
- ROOMOBJS: 20
-
- /* N_GLOBALBOBS: number
- /* -> Specifies the number of global BOBs that can be
- /* used. Actual BOB numbers for these start with 11 and
- /* not 1, since BOB image bank slots 1-10 are reserved
- /* for system use.
- /*
- N_GLOBALBOBS: 40
-
- /* N_SECTIONBOBS: min;max
- /* -> Specifies the number of section BOB images. These are
- /* replaced each time the game enters a new section
- /*
- N_SECTIONBOBS: 30
-
- /* N_ROOMBOBS: number
- /* -> Specifies the number of room BOB images. These are
- /* always replaced when entering a new room
- /*
- N_ROOMBOBS: 70
-
- /* CLPART: filename
- /* -> This is the screen from which all general BOBs
- /* are grabbed. Once you've grabbed the graphics
- /* BOBS, another CLPART and further BOBS may be specified...
- /*
- CLPART: Olaf_Original.iff
-
- /* BOBS: no;startbob;x1;y1;w;h;x-offset;hotspot
- /* -> This statement grabs a single BOB image or a horizontally arranged
- /* sequence of BOBs. BOB image numbers 1-10 (as specified by startbob)
- /* are used for special purposes, and some of them must be specified
- /* by loading an image in using BOBS, namely:
- /* 3 - Up arrow for use in the control area lists
- /* 4 - Down arrow -"-
- /* 5 - Blank plate used to erase up and down arrows (1 and 2)
- /* 6 - Cut-scene indicator (a movie camera in Olaf).
- /*
- /* Let's grab Olaf!!!
- /*
- BOBS: 10;11;1;1;31;47;32;0
- BOBS: 10;21;1;49;31;47;32;0
- BOBS: 10;31;1;97;31;47;32;0
-
- CLPART: Olaf_Symbols.iff
- BOBS: 3;3;0;0;18;16;30;0
- BOBS: 1;6;90;0;64;32;0;$11
-
- /* Here is data describing the standard attributes of the main character
- /*
- /* CHARACTER_HEIGHT: pixels
- /* -> approximate or "average" height
- /*
- CHARACTER_HEIGHT: 40
- /*
- /* CHARACTER_WIDTH: pixels
- /*
- CHARACTER_WIDTH: 22
- /*
- /*
- /* CHARACTER_COL: colorindex
- /* -> Tells the colour of the dialogue text
- /*
- CHARACTER_COL: 9
- /*
- /* LINE_LENGTH: characters
- /* -> This is the maximum number of characters on one line when
- /* text is displayed with SAY, THINK, etc. Line breaks are
- /* inserted automatically. You can control line breaks manually
- /* by providing \ characters in the string with shorter
- /* intervals than this number indicates.
- /*
- LINE_LENGTH: 34
- /*
- /* STILL_xxxxx: BOB image
- /* -> These are the character's standard poses when faces in
- /* the respective direction.
- /* ($8000+hex number makes the image flip horisontally.)
- /*
- STILL_RIGHT: 14
- STILL_LEFT: $800E
- STILL_BACK: 12
- STILL_FRONT: 11
- /*
- /* PAUSE_xxxxx: BOB image
- /* -> These are the character's standard poses when pausing
- /* between moves. (More "ready-for-action" poses than the
- /* STILL_xxxxxx images, although they may be the same if
- /* you like it that way.)
- /* ($8000+hex number makes the image flip horisontally.)
- /*
- PAUSE_RIGHT: 13
- PAUSE_LEFT: $800D
- PAUSE_BACK: 12
- PAUSE_FRONT: 11
- /*
- /* WALK_xxxxx: amalsequence
- /* -> These are the default animation sequences for moving in the
- /* four main directions.
- /*
- WALK_RIGHT: A 0,(16,6)(15,6)(14,6)(17,6)(18,6)(17,6)(14,6)(15,6)
- WALK_LEFT: A 0,($8010,6)($800F,6)($800E,6)($8011,6)($8012,6)($8011,6)($800E,6)($800F,6)
- WALK_AWAY: A 0,(29,8)(30,8)(31,8)(30,8)
- WALK_TOWARD: A 0,(26,8)(27,8)(28,8)(27,8)
- /*
- /* WALK_SPEED: characterspeed
- /* -> Adjust this number to match the animation speed, making the
- /* character actually walk around rather than "float about".
- /*
- WALK_SPEED: 1.2
-
- /* TALK_MAP: stillimage;animation
- /* -> The speech animation used depends upon the still image
- /* displayed before it begins. This keyword maps the animations
- /* to the still images. Max. 8 talk_maps may be specified.
- /* direction is one of FRONT, BACK, RIGHT or LEFT. If imagenumbers
- /* point to reverse images, the correct form is $FFFF8000+$imagenumber
- /*
- TALK_MAP: 11;A 0,(20,18)(11,12)(20,12)(11,6)(19,12)(11,12)(20,6)(11,6)
- TALK_MAP: 12;A 0,(21,12)(12,6)(22,12)(12,12)(22,9)(12,6)
- TALK_MAP: 13;A 0,(20,18)(11,12)(20,12)(11,6)(19,12)(11,12)(20,6)(11,6)
- TALK_MAP: $FFFF800D;A 0,(20,18)(11,12)(20,12)(11,6)(19,12)(11,12)(20,6)(11,6)
- TALK_MAP: 14;A 0,(23,18)(14,12)(23,12)(14,6)(23,12)(14,12)(23,6)(14,12)(24,6)(14,18)
- TALK_MAP: $FFFF800E;A 0,($8017,18)($800E,12)($8017,12)($800E,6)($8017,12)($800E,12)($8017,6)($800E,12)($8018,6)($800E,18)
-
- /* HANDLE_MAP: stillimage;handlelow;handlemid;handlehigh
- /* -> sets the animations for character handling things much the
- /* same way as TALK_MAP maps the speech animations.
- HANDLE_MAP: 11;A 1,(11,12)(36,1);A 1,(11,12)(34,1);A 1,(11,12)(35,1)
- HANDLE_MAP: 12;A 1,(12,12)(39,1);A 1,(12,12)(39,1);A 1,(12,12)(40,1)
- HANDLE_MAP: 14;A 1,(14,12)(32,1);A 1,(14,12)(33,1);A 1,(14,12)(37,1)
- HANDLE_MAP: $FFFF800E;A 1,($800E,12)($8020,1);A 1,($800E,12)($8021,1);A 1,($800E,12)($8025,1)
- /*
-
- /* *** Global Objects follow below ***
- /*
- /* OBJECT: no;name;startloc;visible;startbob;startimg/anim;xpos;ypos;
- /* coffsx;coffsy;cstill;prep;pickable;animch;hotspx;hotspy;handlepos
- /* -> This is the data for an object.
- /* no = object number, used in coding so if you change this be sure
- /* to change or erase all code that goes with it...
- /* name = a string containing the (initial) inventory name for the object
- /* startloc = object starts in room number ...
- /* visible = is the object shown? 0 = False, -1 = True
- /* startbob = starting bob number for displaying object
- /* startimg/startanim = bob image or amalsequence used for this object.
- /* LBOBs can be used, as long as these LBOB numbers
- /* are valid for each and every room where the
- /* object can appear!
- /* xpos;ypos = display object in this position.
- /* coffs;coffsy = offset of character relative object when handling
- /* cstill = still image of character when walking to object
- /* prep = object preposition. If not blank, "Use" will require 2nd object
- /* pickable: Can character pick this up? 0 = False, -1 = True
- /* animch: Amal channel to use for this object
- /* hotspx;hotspy: Hotspot setting. Used for information only, since the
- /* hotspots are actually set for each BOB image, but having them
- /* here helps understand the x,y,coffsx, and coffsy settings
- /*
- /* handlepos: LOW, MID or HIGH determines animation for handling object.
- /* type: string of characters indicating object type.
- /* Standard types: M=male character, F=female character, G=group
- /* A=animal, C=container, D=Dead, V=Alive
- /* -=Abstract (unreachable, consisting of air, etc.)
- /* Other types: S=Stone, W=Wood, T=Metal, L=Liquid, - it's up to you.
- /* w1;w2;w3: have to look these up in the grammar book. Anyway, deals with
- /* how you speak about the things, as you can see.
- /*
- /* OBJECT: no;name;startloc;visible;bob;startimg/anim;xpos;ypos;
- /* coffsx;coffsy;cstill;prep;pickable;animch;hotspx;hotspy;handlepos;
- /* types;w1;w2;w3
- /*
- OBJECT: 1;sheep\bones;1;-1;59;RBOB17;67;219;5;-104;11;with;-1;0;3;124;MID;DG;two;these;the
- OBJECT: 2;pawnshop\owner;2;0;37;RBOB30;396;84;14;-10;$800E; ;0;7;0;0;MID;MV;a;this;the
- OBJECT: 3;guard;6;-1;58;RBOB3;183;102;20;0;$800E; ;0;7;0;0;MID;MV;a;this;the
- OBJECT: 4;piece of\paper;8;0;56;RBOB6;66;119;10;0;$800E; ;-1;0;0;0;LOW;WD;a;this;the
- OBJECT: 5;bearded\man;1;-1;55;A 0,(RBOB9,36)(RBOB8,48)(RBOB9,24)(RBOB8,36)(RBOB9,36)(RBOB8,48)(RBOB9,24)(RBOB8,36)(RBOB9,64)(RBOB7,100);150;94;-20;20;14; ;0;8;0;0;MID;MV;a;this;the
- OBJECT: 6;map;8;-1;54;RBOB3;160;86;0;20;12; ;0;0;0;0;HIGH;WD;a;this;the
- OBJECT: 7;Ali;4;-1;59;A 1,(RBOB2,6);123;117;15;0;$800E; ;0;8;0;0;MID;MV; ; ;the
- OBJECT: 8;guard;9;-1;59;RBOB7;166;81;-20;0;14; ;0;7;0;0;MID;MV;a;this;the
- OBJECT: 9;nomad;2;-1;59;A 0,(RBOB1,6)(RBOB2,12)(RBOB1,6)(RBOB2,200);55;108;20;1;$800E; ;0;9;0;0;MID;MV;a;this;the
- OBJECT: 10;lamp;10;0;40;RBOB6;294;103;0;-5;12; ;-1;0;0;0;MID;WD;a;this;the
- OBJECT: 11;camel;2;-1;57;A 0,(RBOB7,200)(RBOB9,100)(RBOB7,400)(RBOB10,100)(RBOB9,200);87;110;32;2;$800E; ;0;8;0;0;MID;AV;a;this;the
- OBJECT: 14;fishnet;3;-1;58;RBOB2;20;81;10;3;$800E;with;-1;0;0;0;MID;D;a;this;the
- OBJECT: 15;captain;3;-1;57;PTRN 1;244;58;30;10;$800E; ;0;9;0;0;MID;MV;a;this;the
- OBJECT: 21;feather;3;-1;53;RBOB29;147;74;10;0;$800E;with;-1;0;0;0;LOW;D;a;this;the
- OBJECT: 24;small knife;0;0;0;99;0;0;0;0;0;on;-1;0;0;0;MID;TD;a;this;the
- OBJECT: 27;parcel;0;0;0;0;0;0;0;0;0; ;-1;0;0;0;MID;WD;a;this;the
- OBJECT: 28;wrapping\paper;0;0;0;0;0;0;0;0;0; ;-1;0;0;0;MID;WD;a piece of;this;the
- OBJECT: 30;dictionary;0;0;0;0;0;0;0;0;0;with;-1;0;0;0;MID;WD;a;this;the
-
- /* DLG: no;dlgobj;dlgcol;dlgoffs;dlganim
- /* -> This sets up the characters and animations used
- /* by the various dialogue partners. You MUST one DLG statement
- /* for each dialogue there is, but you can actually use any of them
- /* in any of the RESP statements of any dialogue! (Flexible, but
- /* not really that useful.)
- /*
- /* dlgcol = the colour index of the dialogue text
- /* dlgoffs = dialogue text offset from character hotspot
- /*
- /* 1 is bartender
- DLG: 1;5;11;-20;A 0,(RBOB4,12)(RBOB6,24)(RBOB4,18)(RBOB6,6)(RBOB8,12)(RBOB4,18)(RBOB9,20)(RBOB8,12)(RBOB9,30)
- /* 2 is nomad
- DLG: 2;9;11;-26;A 0,(RBOB4,24)(RBOB3,18)(RBOB4,30)(RBOB3,24)(RBOB5,6)
- /* 3 is captain
- DLG: 3;15;12;-20;A 0,(RBOB4,12)(RBOB22,24)(RBOB4,48)(RBOB22,36)(RBOB4,18)(RBOB23,12)
- /* 4 is Ali Harrod
- DLG: 4;7;11;-30;A 0,(RBOB3,24)(RBOB2,24)(RBOB3,12)(RBOB2,18)(RBOB4,24)
- /* 5 is pawn shop keeper
- DLG: 5;2;11;-20;A 0,(RBOB30,18)(RBOB31,12)(RBOB30,18)(RBOB31,16)(RBOB32,12)
- /* 6 is guard in mountain pass
- DLG: 6;3;11;-40;A 0,(RBOB1,36)(RBOB2,28)(RBOB1,22)(RBOB2,18)(RBOB1,48)(RBOB2,24)(RBOB3,64)
- /* 7 is guard in palace garden
- DLG: 7;8;11;-40;A 0,(RBOB9,36)(RBOB8,28)(RBOB9,22)(RBOB8,18)(RBOB9,48)(RBOB8,24)(RBOB7,64)
-
- /* Actions follow below ***
- /*
- /* ACTION: verbno;condition;...;command;...
-
- /*
- /* Action 1 - Give
- /* ---------------
- /*
- ACTION: 1;IFPICK;SAY I don't see the point.;EXIT
- ACTION: 1;SAY I can't do that.;EXIT
- /*
- /* Action 2- Pick up
- /* -----------------
- /*
- ACTION: 2;IFCARR;SAY I already have it!;EXIT
- ACTION: 2;IFPICK;MOBJ;HANDLE;W 12;PICK;HANDLE -1;EXIT
- ACTION: 2;IFTYPE F|M;SAY You can't really mean that!;EXIT
- ACTION: 2;IFTYPE -;SAY That was rather far-fetched, wasn't it?;EXIT
- ACTION: 2;SAY I can't pick that up.|Sorry, that is not possible.;EXIT
- /*
- /* Action 3 - Use
- /* --------------
- /*
- ACTION: 3;IFOBJ 1;SAY Not right now, I think.;EXIT
- ACTION: 3;IFOBJ 24;IFOBJ2 1;IFOF 1,1=0;LIGHTS OFF;W 50;LIGHTS ON;CLPART TwoHours.iff;BOBS 1,49,0,0,111,103,0,300;BOBON 10,160,308,49;W 300;BOBOFF 10;SAY Okay - Now they are almost perfect cubes. So what?;BOBS 1,49,0,0,2,2,0,0;CLPART OFF;SETOF 1,1=1;EXIT
- ACTION: 3;IFOBJ 24;IFOBJ2 1;IFOF 1,1=1;SAY You don't think I've spent enough time on that already?;SAY I do.;EXIT
- ACTION: 3;IFOBJ 24;IFOBJ2 14;SAY Why destroy a good net?;EXIT
- ACTION: 3;IFOBJ 24;IFTYPE2 W;SAY I can't very well go around carving my initials in everything!;EXIT
- ACTION: 3;IFOBJ 24;IFTYPE2 T;SAY I think that would hurt the knife more than the #OBJ2!;EXIT
- ACTION: 3;IFOBJ 24;IFTYPE2 A;SAY I am not a vivisectionist!;EXIT
- ACTION: 3;IFOBJ 24;IFTYPE2 V;SAY That would be against the law - and also, very impolite.;EXIT
- ACTION: 3;IFOBJ 24;SAY I'm afraid I would only cut myself.;EXIT
- ACTION: 3;IFOBJ 30;IFTYPE2 A;SAY Sorry, but animal language is not included in this volume!;EXIT
- ACTION: 3;IFOBJ 30;IFTYPE2 V;SAY I am sure we will get along without it in this case.;EXIT
- ACTION: 3;IFTYPE -;SAY Get serious!;EXIT
- ACTION: 3;IFTYPE M|F;SAY You can't just use people like that!;EXIT
- ACTION: 3;SAY That doesn't work.|I don't know what you are getting at.|I can't use it like that.;EXIT
- /*
- /* Action 4 - Open
- /* ---------------
- /*
- ACTION: 4;IFOBJ 30;SAY It's no good if I don't use it with some foreign langauge;EXIT
- ACTION: 4;IFTYPE M|F|A;SAY Get real!;EXIT
- ACTION: 4;SAY It doesn't open.|Sorry, it can't be opened.|It's impossible.;EXIT
- /*
- /* Action 5 - Talk to
- /* ------------------
- /*
- ACTION: 5:IFTYPE D;IFTYPE G;SAY I could, but #OBJ1 make a lousy audience!;EXIT
- ACTION: 5;IFTYPE G;SAY I'd rather not disturb them.;EXIT
- ACTION: 5;IFTYPE A;SAY If I could talk to the animals... I'd be in a musical, and not in this stupid adventure!;EXIT
- ACTION: 5;IFTYPE F;SAY I have other things to do besides chatting up every woman I see!;EXIT
- ACTION: 5;IFTYPE M;SAY I sense some communication problems here - let's skip it!;EXIT
- ACTION: 5;SAY It does not seem very talkative.|I would be better off talking to a wall than a #OBJ1.;EXIT
- /*
- /* Action 6 - Push
- /* ---------------
- /*
- ACTION: 6;IFTYPE -;SAY You seem slightly delirious again!;EXIT
- ACTION: 6;IFTYPE M|F;SAY You can't go around pushing people like that!;EXIT
- ACTION: 6;IFTYPE A;SAY It might push back - or something worse.;EXIT
- ACTION: 6;SAY That doesn't seem like a good idea to me.|There is no use in pushing that.|Don't push it!;EXIT
- /*
- /* Action 7 - Close
- /* ----------------
- /*
- ACTION: 7;IFTYPE M;SAY You mean shut him up? I don't think so...;EXIT
- ACTION: 7;IFTYPE F|A;SAY I can't do that.;EXIT
- ACTION: 7;SAY It doesn't close.;EXIT
- /*
- /* Action 8 - Look at
- /* ------------------
- /*
- ACTION: 8;MOBJ
- ACTION: 8;IFOBJ 1;IFOF 1=0;SAY These are sheep's anklebones.;SAY If they were only a little shorter, they would form almost perfect cubes.;EXIT
- ACTION: 8;IFOBJ 1;IFOF 1=1;SAY These bones have been carved to the shape of cubes.;EXIT
- ACTION: 8;IFOBJ 4;IFOF 1=0;SETOF 1=1;NAME ticket
- ACTION: 8;IFOBJ 4;SAY This is a ticket for a single journey from Jerusalem to Baghdad.;SAY But it's been used.;EXIT
- ACTION: 8;IFOBJ 6;SAY This map shows the major official buildings in Baghdad.;EXIT
- ACTION: 8;IFOBJ 10;IFOF 1=0;SAY It's empty.;EXIT
- ACTION: 8;IFOBJ 14;SAY It smells a bit, but it's a good, strong net.;EXIT
- ACTION: 8;IFOBJ 21;SAY It's an ordinary seagull's feather.;EXIT
- ACTION: 8;IFOBJ 24;SAY It is small, but Swedish blades bite, no matter what size!;EXIT
- ACTION: 8;IFOBJ 27;IFOF 1=1;SAY It is "The Hitchhiker's Guide to the Middle and Far East";EXIT
- ACTION: 8;IFOBJ 30;SAY "Anglo/Saxon/Hindi/Arabic/Nordic Dictionary and Phrase Book".;EXIT
- ACTION: 8;SAY I don't see anything special.|OK. So what's the big deal?|Nothing special to report.;EXIT
- /*
- /* Action 9 - Pull
- /* ---------------
- /*
- ACTION: 9;IFTYPE G;SAY What do you mean - pull their legs??;EXIT
- ACTION: 9;IFTYPE M;SAY What do you mean - pull his leg??;EXIT
- ACTION: 9;IFTYPE F;SAY What do you mean - pull her hair??;EXIT
- ACTION: 9;IFTYPE A;SAY No, it might pull back - or something worse.;EXIT
- ACTION: 9;SAY That doesn't seem like a good idea to me.|I really don't think I can pull that off...!|I'd rather pull myself together first.;EXIT
- /*
- /* End of boot file - There must be some comments here, otherwise the last
- /* command is not regarded.
-