ROOM chauvn {1 title inside the dragons' house BACK ..\CHAL_IN\I2312.PCX MASK ..\CHAL_IN\DEF\I2311.MSK MAP ..\CHAL_IN\DEF\I2311.MAP persp0 0.784 perspstep 0.0015 init labels kazani tresem topime vaha if(gate=7) tresem if(gate=4) vaha if(gate=5) vaha if(gate=6) vaha loadmusic "..\midi\music16.mid" startmusic if(gate=2) topime if(gate=3) kazani exit label vaha stayon 148 168 vpravo exit label topime disablequickhero disablespeedtext loadmap "..\chal_in\def\outro2.map" stayon 268 144 vlevo load EvelOut "skace" load EvelOut "neskace" load EvelOut "sipka" load EvelOut "topi se" start EvelOut "skace" exit label tresem stayon 168 168 vlevo load mudr "z" start mudr "z" load mudr "potrasli" exit label kazani stayon 170 185 vlevo objstat away bert load oteckaze "mlci" load oteckaze "zlomil" load drakkaze "mlci" start oteckaze "mlci" start drakkaze "mlci" gplend {standardni prichod:} gate 1 stayon 268 144 vlevo walkonplay 224 152 vlevo gplend {outro, topime hulku:} gate 2 dialogue "eveloutr.txt" newroom outro0 1 gplend {otec mi dava zlomenou varecku:} gate 3 {zmizime otce z jeskyne:} objstat away herbert objstat away herb_telo objstat away herb_oko objstat away herb_ocas dialogue "herbert.txt" newroom dutina 5 gplend gate 4 justtalk { D:"No ne, ona byla fakt z čokolády!" D: "Let us wait for five minutes, if it doesn't by chance emerge." D: "But I'm really not sure if it's dead. The soup is so thick that I can't see anything under the surface." juststay newroom outro0 2 gplend gate 5 justtalk D: "Does the wand have gills? That's the question!" D: "Maybe I should have chopped it up before boiling ..." juststay newroom outro0 3 gplend gate 6 justtalk D: "I simply can't believe that it's dead!" juststay newroom outro0 4 gplend gate 7 justtalk D: "The doctor examined the soup and pronounced it dead!" objstat away bert load mudr "treseme" startplay mudr "treseme" start mudr "potrasli" quitgame gplend canuse (isactico(i_nocnik)) use labels nemuzeme muzeme ph29 ph37 ph46 ph56 ph69 justtalk D: "Perhaps the fly would come out from the pot ..." juststay walkonplay 96 164 vlevo mark load bert "nocnik_vytah" load bert "nocnik_ceka" load moucha "leti" load bert "nocnik_schov" startplay bert "nocnik_vytah" start bert "nocnik_ceka" startplay moucha "leti" start moucha "uvizla" startplay bert "nocnik_schov" start bert "kour-vlevo" release walkonplay 92 164 vlevo icostat off i_nocnik label nemuzeme if ( (actphase(pavouk)=12) ) muzeme if ( (actphase(pavouk)=29) ) ph29 if ( (actphase(pavouk)=37) ) ph37 if ( (actphase(pavouk)=46) ) ph46 if ( (actphase(pavouk)=56) ) ph56 if ( (actphase(pavouk)=69) ) ph69 play goto nemuzeme label ph29 load pavouk "29 to 12" startplay pavouk "29 to 12" goto muzeme label ph37 load pavouk "37 to 12" startplay pavouk "37 to 12" goto muzeme label ph46 load pavouk "46 to 12" startplay pavouk "46 to 12" goto muzeme label ph56 load pavouk "56 to 12" startplay pavouk "56 to 12" goto muzeme label ph69 load pavouk "69 to 12" startplay pavouk "69 to 12" label muzeme load pavouk "spousti nit" startplay pavouk "spousti nit" load pavouk "vraci se" objstat_on chauvn_nit chauvn load chauvn_nit "pada" start chauvn_nit "pada" startplay pavouk "vraci se" start pavouk "leze" start chauvn_nit "zakladni" gplend ROOM dutina {2 title at the hollow tree BACK ..\DUTINA\DUTL7.PCX MASK ..\DUTINA\DEF\DUTL7.MSK MAP ..\DUTINA\DEF\DUTL7.MAP music ..\midi\music2.mid persp0 0.434615384 perspstep 0.002884615 init labels gate1 startmusic if(gate=1) gate1 exit label gate1 stayon 120 178 vpravo gplend {na ESC z intra:} gate 1 justtalk D: "Hmm, Evelyn is nowhere to be found." juststay gplend {odshora:} gate 2 stayon 340 160 vlevo walkonplay 292 160 vlevo gplend {odspod:} gate 3 stayon 340 196 vlevo walkonplay 256 196 vlevo gplend {odleva:} gate 4 stayon -32 168 vpravo walkonplay 24 168 vpravo gplend {po navratu otce domu:} gate 5 stayon -32 168 vpravo walkonplay 24 168 vpravo justtalk D: "And now to deal with Evelyn." D: "I wonder where she is?" juststay gplend ROOM hory {3 title in the mountains BACK ..\HORY\HORY13.PCX MASK ..\HORY\DEF\HORY12.MSK MAP ..\HORY\DEF\HORY12.MAP music ..\midi\music11.mid persp0 -0.53125 perspstep 0.0078125 init labels gate2 startmusic if(gate=2) gate2 exit label gate2 stayon 240 170 vlevo gplend {standardni:} gate 1 stayon -28 184 vpravo walkonplay 24 184 vpravo gplend {kdyz se vracim po odvanuti mraku:} gate 2 gplend {list spustime jedine kdyz uz vime o spikovniku:} canuse (isactico(i_list)and(prozkoumal_oblohu=1)and isobjaway(stromek_kym)) use immediately walkonplay 228 176 vlevo load bert "list_vytahuj" startplay bert "list_vytahuj" icostat off i_list {pusti po vetru list:} objstat_on hory_list hory start hory_list "lita" load bert "list_schova" startplay bert "list_schova" start bert "kour-vlevo" gplend ROOM hospuvn {4 title inside the pub BACK ..\HOSP_IN\GASTOK2.PCX MASK ..\HOSP_IN\DEF\GASTOK.MSK MAP ..\HOSP_IN\DEF\GASTOK.MAP music ..\midi\music5.mid persp0 0.4444444 perspstep 0.0027777 init startmusic gplend gate 1 stayon -32 188 vpravo walkonplay 24 188 vpravo gplend ROOM hospven {5 title in front of the pub BACK ..\HOSP_OUT\HOSPODA2.pcx MASK ..\HOSP_OUT\DEF\HOSPODA.MSK MAP ..\HOSP_OUT\DEF\HOSPODA.MAP persp0 -0.225 perspstep 0.00625 music ..\midi\music5.mid init labels hospven_treti hospven_ctvrta namape startmusic if(new_hospa>2) namape let new_hospa (1) label namape if (gate=4) hospven_ctvrta start hospven_dvere "zavrene" if (gate=3) hospven_treti exit label hospven_treti stayon 168 196 vpravo exit label hospven_ctvrta stayon 120 140 vlevo gplend {leva:} gate 1 stayon -12 128 vpravo walkonplay 28 128 vpravo gplend {prava:} gate 2 stayon 328 128 vlevo walkonplay 292 128 vlevo gplend {spodni:} gate 3 gplend {z hospody:} gate 4 load hospven_dvere "zavirani" startplay hospven_dvere "zavirani" start hospven_dvere "zavrene" gplend ROOM hraduvn {6 title the castle corridor BACK ..\HRAD_IN\HRAD34.PCX MASK ..\HRAD_IN\DEF\HRAD34.MSK MAP ..\HRAD_IN\DEF\HRAD34.MAP music ..\midi\music1.mid persp0 -1.45 perspstep 0.0125 init labels ne_skrini nedvere z_hodovny startmusic if (hradni_dvere>0) nedvere let hradni_dvere (1) label nedvere if (gate!=1) ne_skrini stayon 228 164 vlevo exit label ne_skrini start hr_skrin "otevrene" if(gate=3) z_hodovny exit label z_hodovny stayon 136 156 vpravo gplend {ze skrine:} gate 1 load hr_skrin "otvirani" startplay hr_skrin "otvirani" start hr_skrin "otevrene" walkonplay 196 164 vlevo gplend {z kuchyne:} gate 2 stayon 196 148 vlevo walkonplay 176 156 vlevo gplend {z hodovny:} gate 3 { stayon 156 148 vlevo { walkonplay 156 156 vpravo gplend ROOM hradven {7 title in front of the castle BACK ..\HRAD_OUT\CHAT09.PCX MASK ..\HRAD_OUT\DEF\CHAT09.MSK MAP ..\HRAD_OUT\DEF\CHAT09.MAP music ..\midi\music4.mid persp0 -1.49999999 perspstep 0.010714285 init labels hradven_gate2 hnamape startmusic if(new_hrad>1) hnamape let new_hrad (1) label hnamape if (gate=2) hradven_gate2 stayon 116 196 vpravo exit label hradven_gate2 gplend {standardni prichod:} gate 1 gplend {situacka s troubenim:} gate 2 dialogue "trubac.txt" { newroom parezy 2 popnewroom gplend ROOM jesuvn {8 title inside the cave BACK ..\JES_IN\JESKBACK.PCX MASK ..\JES_IN\DEF\JESKBACK.MSK MAP ..\JES_IN\DEF\JESKBACK.MAP music ..\midi\music13.mid persp0 0.0576923 perspstep 0.004807692 init startmusic stayon 132 152 vpravo gplend gate 1 walkonplay 88 152 vlevo gplend ROOM JesVen {9 title outside the cave BACK ..\JES_OUT\OUTCAVOK.pcx MASK ..\JES_OUT\DEF\OUTCAVOK.MSK MAP ..\JES_OUT\DEF\OUTCAVOK.MAP music ..\midi\music4.mid persp0 -0.27826 perspstep 0.006521 init labels gate1 startmusic let vim_o_rytiri (1) if (gate=1) gate1 stayon 100 152 vpravo exit label gate1 stayon 56 196 vpravo gplend gate 1 gplend gate 2 {z jeskyne} walkonplay 150 180 vlevo gplend ROOM komous {10 title by the comedian BACK ..\KOMOUS\KOM28.PCX MASK ..\KOMOUS\DEF\KOM26.MSK MAP ..\KOMOUS\DEF\KOM26.MAP music ..\midi\music14.mid persp0 0.08125 perspstep 0.0046875 init labels namape startmusic if(new_komous>2) namape let new_komous (1) label namape gplend gate 1 stayon 340 196 vlevo walkonplay 292 196 vlevo gplend ROOM kuch {11 title the castle kitchen BACK ..\KUCHYNE\KU59.PCX MASK ..\KUCHYNE\DEF\KU57.MSK MAP ..\KUCHYNE\DEF\KU57.MAP music ..\midi\music1.mid persp0 0.24615 perspstep 0.003846 init startmusic gplend gate 1 stayon -24 196 vpravo walkonplay 28 196 vpravo gplend ROOM LenUvnitr {12 title inside the idler's house BACK ..\LENOCH_I\LE10.pcx MASK ..\LENOCH_I\DEF\LE09B.MSK MAP ..\LENOCH_I\DEF\LE09B.MAP init labels namape funguje if(new_lenoch>2) namape let new_lenoch (1) label namape stayon -25 190 vpravo if(stroj_funguje>=2) funguje loadmusic "..\midi\music3.mid" startmusic exit label funguje loadmusic "..\midi\music6.mid" startmusic gplend gate 1 walkonplay 25 190 vpravo gplend ROOM LenVenku {13 title outside the idler's house BACK ..\LENOCH_O\LCL17.PCX MASK ..\LENOCH_O\DEF\LCL16.MSK MAP ..\LENOCH_O\DEF\LCL16.MAP persp0 0.03125 perspstep 0.0046875 init labels funguje if(stroj_funguje>=2) funguje loadmusic "..\midi\music3.mid" startmusic exit label funguje loadmusic "..\midi\music6.mid" startmusic gplend {od lesa:} gate 1 stayon -32 196 vpravo walkonplay 24 196 vpravo gplend {z baraku:} gate 2 stayon 156 164 vlevo walkonplay 124 172 vlevo gplend ROOM leskriz {14 title the forest intersection BACK ..\LES_KRIZ\LESKRIZ4.PCX MASK ..\LES_KRIZ\DEF\LESKRIZ2.MSK MAP ..\LES_KRIZ\DEF\LESKRIZ2.MAP music ..\midi\music17.mid persp0 0.166666666 perspstep 0.00416666 init startmusic gplend gate 1 {odleva} stayon -8 164 vpravo walkonplay 44 164 vpravo gplend gate 2 {odshora} stayon 224 128 vlevo walkonplay 188 136 vlevo gplend gate 3 {odprava} stayon 344 196 vlevo walkonplay 292 196 vlevo gplend canuse (isactico(i_jablko)) use walkonplay 132 172 vpravo icostat off i_jablko objstat_on leskriz_jablko leskriz start leskriz_jablko "zakladni" gplend ROOM lesleno {15 title the path in the forest|towards to idler BACK ..\LES_LENO\CENLEL07.PCX MASK ..\LES_LENO\DEF\CENLEL07.MSK MAP ..\LES_LENO\DEF\CENLEL07.MAP music ..\midi\music17.mid init startmusic gplend {zleva= z krizovatky} gate 1 stayon -40 196 vpravo walkonplay 32 196 vpravo gplend {zprava= od lenocha} gate 2 stayon 332 156 vlevo walkonplay 268 156 vlevo gplend ROOM map {16 title the map BACK ..\MAPA\MAPAPRA4.PCX MASK ..\MAPA\DEF\MAPAPRAZ.MSK MAP ..\MAPA\DEF\MAPAPRAZ.MAP HERO OFF MOUSE ON init labels an_loop an_dom an_dut an_hor an_hos an_kom an_myt an_zid an_par an_len an_obr an_hra an_mos an_skr an_sip an_jes label an_loop if(new_domek=1) an_dom if(new_dutina=1) an_dut if(new_hory=1) an_hor if(new_hospa=1) an_hos if(new_komous=1) an_kom if(new_mytina=1) an_myt if(new_zidle=1) an_zid if(new_parezy=1) an_par if(new_lenoch=1) an_len if(new_obr=1) an_obr if(new_hrad=1) an_hra if(new_most=1) an_mos if(new_sipek=1) an_sip if(new_skreti=1) an_skr if(new_jeskyn=1) an_jes exit label an_dom objstat_on map_domek map start map_domek "z" let new_domek (2) goto an_loop label an_dut objstat_on map_dutina map start map_dutina "z" let new_dutina (2) goto an_loop label an_hor objstat_on map_hory map start map_hory "z" let new_hory (2) goto an_loop label an_hos objstat_on map_hospa map start map_hospa "z" let new_hospa (2) goto an_loop label an_kom objstat_on map_komous map start map_komous "z" let new_komous (2) goto an_loop label an_myt let new_mytina (2) goto an_loop objstat_on map_mytina map start map_mytina "z" let new_mytina (2) goto an_loop label an_zid objstat_on map_zidle map start map_zidle "z" let new_zidle (2) goto an_loop label an_par objstat_on map_parezy map start map_parezy "z" let new_parezy (2) goto an_loop label an_len objstat_on map_lenoch map start map_lenoch "z" let new_lenoch (2) goto an_loop label an_obr objstat_on map_obr map start map_obr "z" let new_obr (2) goto an_loop label an_hra objstat_on map_hrad map start map_hrad "z" let new_hrad (2) goto an_loop label an_mos objstat_on map_most map start map_most "z" let new_most (2) goto an_loop label an_sip objstat_on map_sipek map start map_sipek "z" let new_sipek (2) goto an_loop label an_skr objstat_on map_skreti map start map_skreti "z" let new_skreti (2) goto an_loop label an_jes objstat_on map_jeskyn map start map_jeskyn "z" let new_jeskyn (2) goto an_loop gplend gate 1 labels vz_loop vz_dom vz_dut vz_hor vz_hos vz_kom vz_myt vz_zid vz_par vz_len vz_obr vz_hra vz_mos vz_skr vz_sip vz_jes label vz_loop if(new_domek=2) vz_dom if(new_dutina=2) vz_dut if(new_hory=2) vz_hor if(new_hospa=2) vz_hos if(new_komous=2) vz_kom if(new_mytina=2) vz_myt if(new_zidle=2) vz_zid if(new_parezy=2) vz_par if(new_lenoch=2) vz_len if(new_obr=2) vz_obr if(new_hrad=2) vz_hra if(new_most=2) vz_mos if(new_sipek=2) vz_sip if(new_skreti=2) vz_skr if(new_jeskyn=2) vz_jes exit label vz_dom load map_jisk "domek" startplay map_jisk "domek" let new_domek (3) goto vz_loop label vz_dut load map_jisk "dutina" startplay map_jisk "dutina" let new_dutina (3) goto vz_loop label vz_hor load map_jisk "hory" startplay map_jisk "hory" let new_hory (3) goto vz_loop label vz_hos load map_jisk "hospa" startplay map_jisk "hospa" let new_hospa (3) goto vz_loop label vz_kom load map_jisk "komous" startplay map_jisk "komous" let new_komous (3) goto vz_loop label vz_myt let new_mytina (3) goto vz_loop load map_jisk "mytina" startplay map_jisk "mytina" let new_mytina (3) goto vz_loop label vz_zid load map_jisk "zidle" startplay map_jisk "zidle" let new_zidle (3) goto vz_loop label vz_par load map_jisk "parezy" startplay map_jisk "parezy" let new_parezy (3) goto vz_loop label vz_len load map_jisk "lenoch" startplay map_jisk "lenoch" let new_lenoch (3) goto vz_loop label vz_obr load map_jisk "obr" startplay map_jisk "obr" let new_obr (3) goto vz_loop label vz_hra load map_jisk "hrad" startplay map_jisk "hrad" let new_hrad (3) goto vz_loop label vz_mos load map_jisk "most" startplay map_jisk "most" let new_most (3) goto vz_loop label vz_sip load map_jisk "sipek" startplay map_jisk "sipek" let new_sipek (3) goto vz_loop label vz_skr load map_jisk "skreti" startplay map_jisk "skreti" let new_skreti (3) goto vz_loop label vz_jes load map_jisk "jeskyn" startplay map_jisk "jeskyn" let new_jeskyn (3) goto vz_loop gplend ROOM most {17 title the bridge BACK ..\MOST\mostik3.pcx MASK ..\MOST\DEF\MOSTIK3.MSK MAP ..\MOST\DEF\MOSTIK3.MAP music ..\midi\music15.mid persp0 0.267973856 perspstep 0.003734827 init labels gate2 mnamape gate4 startmusic if(new_most>1) mnamape let new_most (1) label mnamape if(gate=2) gate2 if(gate=4) gate4 exit label gate2 stayon 284 68 vpravo exit label gate4 load most_sipkar "mluvipred" start most_sipkar "mluvipred" gplend {od sipkarovy chalupy:} gate 1 stayon -32 180 vpravo walkonplay 24 180 vpravo gplend {od hradu:} gate 2 gplend {od trola:} gate 3 stayon 340 76 vlevo walkonplay 308 76 vlevo gplend {incident:} gate 4 {incident probehne kdyz jdu od dutiny na mytinu dialogue "incident.txt" { newroom myt 3 popnewroom gplend ROOM mrav {18 title the forest with the ant-hill BACK ..\MRAVENEC\MRA11B.PCX MASK ..\MRAVENEC\DEF\MRA11B.MSK MAP ..\MRAVENEC\DEF\MRA11B.MAP music ..\midi\music12.mid persp0 0.02 perspstep 0.005 init startmusic gplend {odleva (dutina):} gate 1 stayon -32 156 vpravo walkonplay 12 156 vpravo gplend {odprava (zidle:} gate 2 stayon 340 196 vlevo walkonplay 260 192 vlevo gplend ROOM myt {19 title the clearing BACK ..\MYTINA\MYT13.PCX MASK ..\MYTINA\DEF\MYT12B.MSK MAP ..\MYTINA\DEF\MYT12B.MAP music ..\midi\music2.mid persp0 -0.566666666 perspstep 0.0083333333 init labels myt_gate23 namape startmusic if(new_mytina>1) namape let new_mytina (1) label namape if (gate!=1) myt_gate23 stayon 116 120 vpravo label myt_gate23 gplend {od trola:} gate 1 gplend {od hospody:} gate 2 stayon -32 164 vpravo walkonplay 16 164 vpravo gplend {z lesa:} gate 3 stayon 300 180 vlevo walkonplay 232 180 vlevo gplend ROOM ObrUvnitr {20 title inside the Giant's house BACK ..\obr_in\bobr39.pcx MASK ..\obr_in\DEF\BOBR25H3.MSK MAP ..\obr_in\DEF\BOBR25H3.MAP music ..\midi\music7.mid PERSP0 0.83 PERSPSTEP 0 HERO ON MOUSE ON INIT startmusic STAYON 140 150 vlevo GPLEND GATE 1 LOAD obr_uvnitr_dvere "zavirani" WALKON 100 170 vlevo STARTPLAY obr_uvnitr_dvere "zavirani" GPLEND CANUSE (0) USE GPLEND ROOM ObrVenku {21 title outside the Giant's house BACK ..\OBR_OUT\OBR11.PCX MASK ..\OBR_OUT\DEF\OBR09.MSK MAP ..\OBR_OUT\DEF\OBR09.MAP music ..\midi\music7.mid PERSP0 0.70 PERSPSTEP 0 HERO ON MOUSE ON INIT startmusic STAYON -20 185 vlevo GPLENd GATE 1 walkon 20 185 vpravo gplend GATE 2 LOAD obrvenku_dvere "otvirame" stayon 123 161 vlevo WALKON 100 170 vlevo STARTPLAY obrvenku_dvere "otvirame" start obrvenku_dvere "otevrene" GPLEND ROOM parezy {22 title old stumps BACK ..\PAREZY\PL8.PCX MASK ..\PAREZY\DEF\PL8.MSK MAP ..\PAREZY\DEF\PL8.MAP music ..\midi\music4.mid init labels gate1 startmusic if(gate=1) gate1 stayon 148 176 vpravo objstat away bert label gate1 gplend {z mapy:} gate 1 stayon -32 180 vpravo walkonplay 32 180 vpravo gplend {z diry:} gate 2 load bert "skace_ven" startplay bert "skace_ven" load bert "dobrej-pravo" startplay bert "dobrej-pravo" start bert "kour-pravo" gplend ROOM sipdumuvn {23 title inside the darter's house BACK ..\SIPDUM_I\FIB02.PCX MASK ..\SIPDUM_I\DEF\FIB02.MSK MAP ..\SIPDUM_I\DEF\FIB02.MAP music ..\midi\music17.mid persp0 0.44318 perspstep 0.00284 init startmusic stayon 350 196 vpravo gplend gate 1 walkonplay 296 196 vlevo gplend ROOM sipdumven {24 title outside the darter's house BACK ..\SIPDUM_O\SIPDUM04.PCX MASK ..\SIPDUM_O\DEF\SIPDUM01.MSK MAP ..\SIPDUM_O\DEF\SIPDUM01.MAP music ..\midi\music17.mid persp0 -0.382352941 perspstep 0.007352941 init labels sipdumven_gate3 startmusic if(gate=3) sipdumven_gate3 exit label sipdumven_gate3 stayon 192 148 vlevo gplend {od draciho domku:} gate 1 stayon 344 188 vlevo walkonplay 292 188 vlevo gplend {od mostu:} gate 2 stayon 188 120 vlevo walkonplay 168 120 vlevo gplend {z domku:} gate 3 gplend ROOM sipek {25 title the Darttree BACK ..\sipek\borjas.PCX MASK ..\SIPEK\DEF\BORJAS.MSK MAP ..\SIPEK\DEF\BORJAS.MAP music ..\midi\music2.mid persp0 1 perspstep 0 init let prozkoumal_oblohu (1) startmusic gplend {standardni vchod:} gate 1 stayon -36 196 vpravo walkonplay 24 196 vpravo gplend {situacka- prilet vetru, odvanuti mraku:} gate 2 labels padaji ven mark load sipek_vitr "leti" startplay sipek_vitr "leti" release mark load sipek_obl "vyjasneni" startplay sipek_obl "vyjasneni" release objstat_on sipek_jas sipek { mensi chybka je, ze sipek_jas byl away, takze jasnou zatim dame do zatazene... load sipek_obl "jasna" start sipek_obl "jasna" {zapneme spravne sipky:} if(isobjon(sip1zel)) padaji {rostou:} objstat_on sip1zel sipek objstat_on sip2zel sipek load sip1zel "roste" load sip2zel "roste" startplay sip2zel "roste" start sip2zel "z" startplay sip1zel "roste" start sip1zel "z" goto ven label padaji {padaji:} objstat_on sip1cer sipek objstat_on sip2cer sipek load sip1cer "pada" load sip2cer "pada" objstat away sip2zel startplay sip2cer "pada" start sip2cer "z" objstat away sip1zel startplay sip1cer "pada" start sip1cer "z" label ven objstat away sipek_obl {vypneme aji lit v horach:} objstat away hory_list newroom hory 2 gplend ROOM skreti {26 title the goblins|in the forest BACK ..\SKRETI\skretiok.PCX MASK ..\SKRETI\DEF\SKRBOSEJ.MSK MAP ..\SKRETI\DEF\SKRBOSEJ.MAP music ..\midi\music12.mid persp0 0.4 perspstep 0.003 init labels novypajzl startmusic stayon 16 160 vpravo if(isobjaway(hpajzl)) novypajzl exit label novypajzl objstat_on hpajzl hospuvn objstat_on hpajzl_hlava hospuvn gplend gate 1 walkonplay 50 160 vpravo gplend ROOM lestrol {27 title in the forest|by the Troll BACK ..\TROL\TRODL15.PCX MASK ..\TROL\DEF\trodl14.MSK MAP ..\TROL\DEF\TRODL14.MAP music ..\midi\music15.mid persp0 0.135294 perspstep 0.004411764 init startmusic gplend {od mostu:} gate 1 stayon -12 132 vpravo walkonplay 8 132 vpravo gplend {od mytiny:} gate 2 stayon 340 192 vlevo walkonplay 304 192 vlevo gplend ROOM zid {28 title the lea with chairs BACK ..\ZIDLE\sydle4.PCX MASK ..\ZIDLE\DEF\LYDLE6.MSK MAP ..\ZIDLE\DEF\LYDLE6.MAP music ..\midi\music12.mid persp0 0.02 perspstep 0.005 INIT labels namape startmusic if(new_zidle>2) namape let new_zidle (1) label namape gplend gate 1 stayon 0 164 vpravo walkonplay 40 164 vpravo gplend canuse (isactico(i_pivo)and(hradni_dvere=2)) use immediately walkonplay 80 196 vpravo load bert "pivo_vytah" load bert "pivo_mluvi" load bert "pivo_leje" startplay bert "pivo_vytah" start bert "pivo_mluvi" D: "You may remember when I told you I was a boyscout." D: "I forgot to add I'm also a beerscout (snicker) ..." D: "Let's see if this works. Cheers!" startplay bert "pivo_leje" start bert "kour-pravo" icostat off i_pivo let hradni_dvere (3) gplend ROOM chaven {29 title in front of the dragons' house BACK ..\CHAL_OUT\VAR2.PCX MASK ..\CHAL_OUT\DEF\VAR2.MSK MAP ..\CHAL_OUT\DEF\VAR2.MAP music ..\midi\music16.mid persp0 1 perspstep 0 init labels chaven_gate3 chaven_gate2 startmusic if(gate=3) chaven_gate3 if(gate=2) chaven_gate2 exit label chaven_gate3 stayon 104 172 vlevo exit label chaven_gate2 stayon 124 196 vlevo gplend {zleva:} gate 1 stayon -40 180 vpravo walkonplay 24 180 vpravo gplend gate 2 gplend gate 3 gplend ROOM hod {30 title castle library BACK ..\HODOVNA\HODOVNA1.PCX MASK ..\HODOVNA\DEF\HODOVNA1.MSK MAP ..\HODOVNA\DEF\HODOVNA1.MAP music ..\midi\music1.mid persp0 -0.14619 perspstep 0.005847953 init labels zadnypingl hodgate2 hodgate3 hodgate4 startmusic if(isobjon(pingl)) zadnypingl objstat_on pingl hospuvn label zadnypingl if(gate=2) hodgate2 if(gate=3) hodgate3 if(gate=4) hodgate4 exit label hodgate2 {vypneme zidli mimo:} let stary_stav_zidle (isobjon(hodzid_dobra)) objstat off hodzid_dobra objstat off hodzid_blba objstat off hodzid {zapneme pritavenou zidli ke knihovne, atd...:} load bert "knihovna" load bert "knihovna2" start bert "knihovna" exit label hodgate3 stayon 44 180 vpravo exit label hodgate4 {zapneme jidlo:} objstat_on hodjidlo hod start hodjidlo "z" objstat_on hodrakev hod start hodrakev "z" {vypneme zidli mimo:} let stary_stav_zidle (isobjon(hodzid_dobra)) objstat off hodzid_dobra objstat off hodzid_blba objstat off hodzid {zapneme zidli s hradnim panem:} objstat_on hrpan hod load hrpan "pojida" start hrpan "pojida" gplend {standardni prichod:} gate 1 stayon 340 196 vlevo walkonplay 280 184 vlevo gplend {situacka s vytahovanim knizky:} gate 2 labels oldgatedobra {provedu situacku:} startplay bert "knihovna" start bert "knihovna2" {bacha, vyskocim odtud do uplne jine mistnosti!!} {dam to uz ted, protoze pak muzu vyskocit exitem icostat on i_pohadka objstat away pohadka let vim_o_pohadce (2) let nedosahnu_na_pohadku (2) newroom hod 3 {zpatky vrsek zidle:} objstat_on hodzid hod {nastavime zpatky spodek zidle:} if(stary_stav_zidle=1) oldgatedobra objstat_on hodzid_blba hod exit label oldgatedobra objstat_on hodzid_dobra hod gplend {semhle vyskocim po situacce s vytahovanim knihy} gate 3 {je to v initu} gplend {situacka s jezenim gulase:} gate 4 labels oldgatedobra dialogue "pan.txt" {bacha, vyskocim odtud do uplne jine mistnosti!!} {dam to uz ted, protoze pak muzu vyskocit exitem newroom hradven 2 {zpatky vrsek zidle:} objstat_on hodzid hod {nastavime zpatky spodek zidle:} if(stary_stav_zidle=1) oldgatedobra objstat_on hodzid_blba hod exit label oldgatedobra objstat_on hodzid_dobra hod gplend {*********************************************************************** {*********************************************************************** {************************ i n t r o ************************************ {*********************************************************************** {*********************************************************************** ROOM logo0 escroom dutina TITLE BACK ..\logo0\vochlogo.PCX { MASK ..\logo0\DEF\logo0.MSK MAP ..\logo0\DEF\logo0.MAP HERO NO MOUSE NO init gplend gate 1 fadepaletteplay 0 255 6 newroom intro0 1 gplend ROOM logo1 escroom dutina title intro page nuber x BACK ..\logo1\logomask.PCX { MASK ..\logo1\DEF\logo1.MSK MAP ..\logo1\DEF\logo1.MAP HERO NO MOUSE NO init gplend gate 1 startplay logo1_logo "nova2" { newroom logo0 1 #SR: 2006-05-28 newroom intro0 1 gplend ROOM intro0 escroom dutina title intro page number x BACK ..\IN0\reinbac2.PCX MASK ..\IN0\DEF\TITLBACK.MSK MAP ..\IN0\DEF\TITLBACK.MAP music ..\midi\music16.mid HERO NO MOUSE NO init startmusic gplend gate 1 mark load spotl "z1" load spotl "z2" load spotl "z" load spotdr "z" start opona_l "zatazena" start opona_r "zatazena" startplay spotl "z1" start spotl "z" startplay spotdr "z" startplay spotl "z2" release mark load opona_l "FLI-animace" load opona_r "FLI-animace" start opona_r "FLI-animace" startplay opona_l "FLI-animace" release dialogue "intro0.txt" newroom intro1 1 gplend ROOM intro1 escroom dutina title intro 1 BACK ..\in1\in1back.PCX MASK ..\in1\DEF\I2311.MSK MAP ..\in1\DEF\I2311.MAP MOUSE NO init labels gate3 gate2 if(gate=2) gate2 if(gate=3) gate3 load foto_cel "z" load foto_cel "z2" start foto_cel "z" exit label gate2 load foto_roz "z" start foto_roz "z" load intr_ota "z" start intr_ota "z" exit label gate3 stayon 268 144 vlevo gplend {foto:} gate 1 dialogue "intro1.txt" newroom intro2 1 gplend {otaznik:} gate 2 dialogue "intro1b.txt" newroom intro2 2 gplend {matka nas hubuje:} gate 3 dialogue "intro1c.txt" newroom dutina 1 gplend ROOM intro2 escroom dutina TITLE BACK ..\IN2\INTRO04F.PCX MASK ..\IN2\DEF\IN2.MSK MAP ..\IN2\DEF\In2.MAP MOUSE NO init gplend {hulka priskace:} gate 1 dialogue "intro2.txt" newroom intro1 2 gplend {hulka ukeca draka:} gate 2 dialogue "intro2b.txt" newroom intro3 1 gplend ROOM intro3 escroom dutina title intro 3 BACK ..\IN3\PIMP09.PCX MASK ..\IN3\DEF\PIMP09.MSK MAP ..\IN3\DEF\PIMP09.MAP MOUSE NO init load intr_lout1 "mlci" load intr_lout1 "kamennej" start intr_lout1 "mlci" load intr_lout2 "schovanej" start intr_lout2 "schovanej" gplend gate 1 dialogue "intro3.txt" newroom intro4 1 gplend ROOM intro4 escroom dutina TITLE BACK ..\in4\KOMintr.PCX MASK ..\KOMOUS\DEF\in4.MSK MAP ..\KOMOUS\DEF\in4.MAP persp0 0.08125 perspstep 0.0046875 MOUSE NO init gplend gate 1 startplay intr_beverly "z" start intr_beverly "z2" newroom intro1 3 gplend {*********************************************************************** {*********************************************************************** {************************ o u t r o ************************************ {*********************************************************************** {*********************************************************************** ROOM outro0 title outro... BACK ..\outro\outro12.PCX MASK ..\outro\DEF\outro.MSK MAP ..\outro\DEF\outro.MAP music ..\midi\music9.mid HERO NO MOUSE NO init startmusic gplend gate 1 load outrblesk "levej" startplay outrblesk "levej" newroom chauvn 4 gplend gate 2 load outrkour "zacina" startplay outrkour "zacina" newroom chauvn 5 gplend gate 3 load outrblesk "pravej" startplay outrblesk "pravej" newroom chauvn 6 gplend gate 4 disablespeedtext loadpalette "..\outro\outpal1.pcx" fadepalette 0 255 160 Titulek: "The Dragon History |is written by |Pavel Pospíšil" Titulek: "The Dragon History |is written by |Pavel Pospíšil" Titulek: "Programmed by |Lukáš Svoboda, Pavel Pospíšil, Robert Špalek" Titulek: "Programmed by |Lukáš Svoboda, Pavel Pospíšil, Robert Špalek" Titulek: "Graphics by |Pavel Jura, |Jakub Dvorský, Jan Pokorný" Titulek: "Graphics by |Pavel Jura, |Jakub Dvorský, Jan Pokorný" Titulek: "Music by |Radovan Kramář" Titulek: "Music by |Radovan Kramář" load outrblesk "pravej" start outrblesk "pravej" loadpalette "..\outro\outpal2.pcx" fadepalette 0 255 128 Titulek: "Starring voices of ... |Gabriela Burianová, Jana Dvořáková, Iva Pazderková, Miloš Bednář, Jan Budař, Robert Kocián, Martin Kollár, Radovan Kramář, Pavel Šmíd, Pavel Vraný and others" Titulek: "Starring voices of ... |Gabriela Burianová, Jana Dvořáková, Iva Pazderková, Miloš Bednář, Jan Budař, Robert Kocián, Martin Kollár, Radovan Kramář, Pavel Šmíd, Pavel Vraný and others" Titulek: "Tested by |Martin Argaláš, Marek Floryán, Tomáš Rektor, Martin Weber and others" Titulek: "Very special thanks to |Martin Sedlák" Titulek: "Thanks to |Michal Dvorský, David Koblížek, Jarek Kolář, Martin Sajda" Titulek: "Revived and cleaned up in 2006-2012 by |Robert Špalek" Titulek: "English scripts proofread by |Tom Pietschmann" loadpalette "..\outro\outpal3.pcx" fadepalette 0 255 255 Titulek: "The Dragon History |(c) 1995 NoSense" Titulek: "The Dragon History |(c) 1995 NoSense" enablespeedtext Titulek: "The Dragon History |(c) 1995 NoSense" Titulek: "The Dragon History |(c) 1995 NoSense" newroom chauvn 7 gplend