,<<if $state is "examine">>[[Radiance|radiance_x]]<<elseif $state is "read">>[[Radiance|radiance_read]]<<else>>Radiance<</if>> washes through the windows, biting away the dust and shadows. There is no <<if $state is "read">>[[vern|vern_read]]<<else>>vern<</if>> here. The <<if $state is "examine">>[[windows|windows_x]]<<elseif $state is "read">>[[windows|windows_read]]<<else>>windows<</if>> are open, four feet by two each, providing outlook in all four directions.
Through the <<if $state is "examine">>[[northmost opening|northwindow_x]]<<else>>northmost opening<</if>>, <<if $state is "examine">>[[the sun|sun_x1]]<<elseif $state is "read">>[[the sun|sun_read]]<<else>>the sun<</if>> sprawls in the sky, magnificent. Beyond the <<if $state is "examine">>[[southernmost opening|southwindow_x]]<<else>>southernmost opening<</if>> a crooked flagpole wilts, ashamed with rust. Through the <<if $state is "examine">>[[eastmost opening|eastwindow_x]]<<else>>eastmost opening<</if>>, you may see the ocean, and what swims lustrously within. Through the <<if $state is "examine">>[[westmost opening|westwindow_x]]<<else>>westmost opening<</if>>, desert.
<<if $state is "move">>[[Stairs|midwaytower_basic]]<<else>>Stairs<</if>> descend from the bare stone floor.
A <<if $state is "examine">>[[model landscape|model_x]]<<else>>model landscape<</if>> may have been encased on the pedestal beneath the east window, once. No more. The glass is blackened and silent. You’ll get no help from there, not this time.
Sleep gradually departs from your eyes. <<if $state is "examine">>[[You|you_x]]<<elseif $state is "speak">>[[You|you_speak]]<<else>>You<</if>> stand gently in the middle of it all. A <<if $state is "examine">>[[hateworm|hateworm_x1]]<<elseif $state is "speak">>[[hateworm|hateworm_speak1]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<elseif $state is "read">>[[hateworm|hateworm_read]]<<else>>hateworm<</if>> is tethered furiously to your arm. <<if $guidebook is "observatory">>At your feet there is a <<if $state is "examine">>[[guidebook|guidebook_x]]<<elseif $state is "take">>[[guidebook|guidebook_take]]<<else>>guidebook<</if>>.<<else>><</if>>
[[Examine|observationroom_basic][$state to "examine"]] | [[Speak|observationroom_basic][$state to "speak"]] | [[Use|observationroom_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|observationroom_basic][$state to "read"]] <<else>><</if>> | [[Take|observationroom_basic][$state to "take"]] | [[Move|observationroom_basic][$state to "move"]] | [[Inventory|observationroom_invcheck][$state to "inv"]]
Four stories above the ground and four stories from the top of the tower, you are balanced perfectly between the sky and sea. The stairs twist thoughtfully through the empty space they occupy, and break through the stone ceiling <<if $state is "move">>[[to the observatory above|observationroom_basic]]<<else>>to the observatory above<</if>>. Below, <<if $state is "move">>[[the ground is steady|towerbase_basic]]<<else>>the ground is steady<</if>>. Dust and radiance are your companions.
The hateworm twirls angrily in your unwilling grip.
[[Examine|midwaytower_basic][$state to "examine"]] | [[Speak|midwaytower_basic][$state to "speak"]] | [[Use|midwaytower_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|midwaytower_basic][$state to "read"]] <<else>><</if>> | [[Take|midwaytower_basic][$state to "take"]] | [[Move|midwaytower_basic][$state to "move"]] | [[Inventory|midwaytower_invcheck][$state to "inv"]]
Radiance is distant here, but there is no shade and still no vern. Nothing remains but <<if $state is "move">>[[the stairs|midwaytower_basic]]<<else>>the stairs<</if>>, continuing up for a good eight stories before trailing off into the ceiling. <<if $state is "move">>[[To the east|beforetower_basic]]<<else>>To the east<</if>>, the plain awaits and mobiles beckon.
Your hateworm quietly detests you.
[[Examine|towerbase_basic][$state to "examine"]] | [[Speak|towerbase_basic][$state to "speak"]] | [[Use|towerbase_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|towerbase_basic][$state to "read"]] <<else>><</if>> | [[Take|towerbase_basic][$state to "take"]] | [[Move|towerbase_basic][$state to "move"]] | [[Inventory|towerbase_invcheck][$state to "inv"]]
The stone tower you arrived in rises high and west above you from a nest of flouted fod. <<if $state is "move">>[[To enter|towerbase_basic]]<<else>>To enter<</if>>, you must cram yourself gently through an archway too small to otherwise transcend. Above the archway, a plaque resides, approaching its size. <<if $state is "move">>[[Eastwards|crossroads_basic]]<<else>>Eastwards<</if>>, more mobiles implore you towards the hills and the ocean.
[[Examine|beforetower_basic][$state to "examine"]] | [[Speak|beforetower_basic][$state to "speak"]] | [[Use|beforetower_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|beforetower_basic][$state to "read"]] <<else>><</if>> | [[Take|beforetower_basic][$state to "take"]] | [[Move|beforetower_basic][$state to "move"]] | [[Inventory|beforetower_invcheck][$state to "inv"]]
The land increases towards your head <<if $state is "move">>[[to the south|caveoutside_basic]]<<else>>to the south<</if>>, and decreases away from your feet, following the trail of a rushing stream all the way <<if $state is "move">>[[to the north|hole_basic]]<<else>>to the north<</if>>. Mobiles lead accordingly in both directions. A long walk <<if $state is "move">>[[to your west|beforetower_basic]]<<else>>to your west<</if>> would have you encounter a tower, and the scent of vern <<if $state is "move">>[[to your east|shoreside_basic]]<<else>>to your east<</if>> stirs to mind the roiling of the ocean.
Long furrows of trailing fod mark all the places where a High Wall is not.
Entreated upon the ground are the crumbling remains of a toolman. Besides it, a vector wallows.
[[Examine|crossroads_basic][$state to "examine"]] | [[Speak|crossroads_basic][$state to "speak"]] | [[Use|crossroads_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|crossroads_basic][$state to "read"]] <<else>><</if>> | [[Take|crossroads_basic][$state to "take"]] | [[Move|crossroads_basic][$state to "move"]] | [[Inventory|crossroads_invcheck][$state to "inv"]]
By the mobile south, a rounded hole, five times as wide as you are tall, deepens through the earth, cradling unthinkable amounts of water in its depths. The surface is roiling, bubbling.
A stream of water straggles in <<if $state is "move">>[[from the south|crossroads_basic]]<<else>>from the south<</if>>, promising the hole will always overflow.
You may pass onwards <<if $state is "move">>[[to the east|shatterfields_basic]]<<else>>to the east<</if>> from here.
At the bottom of the pool, you can see a distant truth.
[[Examine|hole_basic][$state to "examine"]] | [[Speak|hole_basic][$state to "speak"]] | [[Use|hole_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|hole_basic][$state to "read"]] <<else>><</if>> | [[Take|hole_basic][$state to "take"]] | [[Move|hole_basic][$state to "move"]] | [[Inventory|hole_invcheck][$state to "inv"]]
Here, the vern is most pleasing. The sun scorches your head with gentle fingers.
A great congregation of notions is evident here. Their chitterments and argustance rise from the messy conglomeration like steam dissipating in chilly air. They are gradually hostile towards you as you present yourself.
A mobile releases mildly <<if $state is "move">>[[to the west|crossroads_basic]]<<else>>to the west<</if>>; far in that direction a tower proudly plants itself, while the ground rises more slowly <<if $state is "move">>[[to the south|hillside_basic]]<<else>>to the south<</if>> and relaxes <<if $state is "move">>[[to the north|shatterfields_basic]]<<else>>to the north<</if>>.
The ocean seems to stretch out forever. There is <<if $state is "move">>[[a small pier|pier_basic]]<<else>>a small pier<</if>>, if you wish to examine it more closely.
[[Examine|shoreside_basic][$state to "examine"]] | [[Speak|shoreside_basic][$state to "speak"]] | [[Use|shoreside_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|shoreside_basic][$state to "read"]] <<else>><</if>> | [[Take|shoreside_basic][$state to "take"]] | [[Move|shoreside_basic][$state to "move"]] | [[Inventory|shoreside_invcheck][$state to "inv"]]
The mobile <<if $state is "move">>[[from the north|crossroads_basic]]<<else>>from the north<</if>> ends as the land's slope increases too greatly. Dirt glistens pink in the radiance. <<if $state is "move">>[[To the south|caveinside_basic]]<<else>>To the south<</if>>, amid the land, a way opens into darkness, while more ground lies <<if $state is "move">[[to the east|hillside_basic]]<<else>>to the east<</if>>.
[[Examine|caveoutside_basic][$state to "examine"]] | [[Speak|caveoutside_basic][$state to "speak"]] | [[Use|caveoutside_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|caveoutside_basic][$state to "read"]] <<else>><</if>> | [[Take|caveoutside_basic][$state to "take"]] | [[Move|caveoutside_basic][$state to "move"]] | [[Inventory|caveoutside_invcheck][$state to "inv"]]
The ground here is covered with a jagged garden of glass flowers and razor-grassblades, threatening your footing with every step you take through them.
The glassy-mossy remains of what was once a great boulder occupy much of this field’s attention. Refractions are scattered everywhere.
<<if $state is "move">>[[To your west|hole_basic]]<<else>>To your west<</if>>, an overflowing hole. <<if $state is "move">>[[To your south|shoreside_basic]]<<else>>To your south<</if>>, the ocean sings.
[[Examine|shatterfields_basic][$state to "examine"]] | [[Speak|shatterfields_basic][$state to "speak"]] | [[Use|shatterfields_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|shatterfields_basic][$state to "read"]] <<else>><</if>> | [[Take|shatterfields_basic][$state to "take"]] | [[Move|shatterfields_basic][$state to "move"]] | [[Inventory|shatterfields_invcheck][$state to "inv"]]
Dun tumbles down the hills as you pause to ponder the sunlight and curious stillness.
A firman is here.
<<if $state is "move">>[[To the north|shoreside_basic]]<<else>>To the north<</if>>, the ocean sings. <<if $state is "move">>[[Westwards|caveoutside_basic]]<<else>>Westwards<</if>>, shade curls out of an opening in the earth.
[[Examine|hillside_basic][$state to "examine"]] | [[Speak|hillside_basic][$state to "speak"]] | [[Use|hillside_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|hillside_basic][$state to "read"]] <<else>><</if>> | [[Take|hillside_basic][$state to "take"]] | [[Move|hillside_basic][$state to "move"]] | [[Inventory|hillside_invcheck][$state to "inv"]]
Marred by time and the weight of bearing too much shade, this cave is not what or where it used to be. The walls are crumbled, the way onwards thoroughly and permanently blocked. <<if $state is "move">>[[The only way out is back.|caveoutside_basic]]<<else>>The only way out is back.<</if>>
The air is nearly vern in taste, but mostly sweetness.
Nestled at the centre of the blissful shade, an incongruous truthsayer waits for a wielder to arrive.
[[Examine|caveinside_basic][$state to "examine"]] | [[Speak|caveinside_basic][$state to "speak"]] | [[Use|caveinside_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|caveinside_basic][$state to "read"]] <<else>><</if>> | [[Take|caveinside_basic][$state to "take"]] | [[Move|caveinside_basic][$state to "move"]] | [[Inventory|caveinside_invcheck][$state to "inv"]]
Double-click this passage to edit it.Double-click this passage to edit it.*/ This is a passage that loads all of the side dialogue. */
<<if $guidebook is "no">><<append "#right-ui-bar-body">><p class="person1">It's been a while since I played one of these games. I thought it might be nice to play it with you.</p><p class="person2">sure sounds good</p><p class="person2">how do we start?</p><</append>><<else>><</if>>
^ this is only a sample dialogue. I think the best way to make sure that a dialogue event only happens once is assign it a +1 variable, so that way the first time it happens the dialogue will be triggered, but every consecutive time, the counter will only tick up. Also, that means if someone keeps doing the same action over and over, I can trigger dialogue for that.<<if !tags().includes("tbar")>>\
<div id="topbar"><div id="bbblock"><div id="bbtext"><<if tags().includes("ObservationRoom")>>The Observation Room<<elseif tags().includes("HalfwayTower")>>Halfway Up Tower<<elseif tags().includes("TowerBase")>>Base of Tower<<elseif tags().includes("BeforeTower")>>Before the Tower<<elseif tags().includes("Crossroads")>>A Crossroads<<elseif tags().includes("Hole")>>The Hole, Overflowing<<elseif tags().includes("Shatterfields")>>The Shatterfields<<elseif tags().includes("Shoreside")>>The Shoreside<<elseif tags().includes("Pier")>>A Small Pier<<elseif tags().includes("Hillside")>>The Hillside<<elseif tags().includes("OutsideCave")>>Outside the Cave<<elseif tags().includes("InsideCave")>>Inside the Cave<<else>>Nowhere<</if>></div></div></div><</if>>
<<script>>
$(document).one(":passagedisplay", function (event) {
if ($("#topbar").length) {
$("#passages").css("margin-top", $("#topbar").outerHeight() + 10);
} else {
$("#passages").css("margin-top", 0);
}
});
<</script>>\
<span class="title">The sun is here.</span>
<span class="title">The moon must rise.</span>
<span class="title">Your hands are weary.</span>
<span class="title">[[Begin.|observationroom_basic]]</span>
<<set $guidebook to "observatory">>
<<set $state to "blank">>
<<if !tags().includes("bbar")>>
<div id="bottombar"><div id="bbblock"><div id="bbtext"><<if $state is "examine">>You are examining...<<elseif $state is "speak">>You are speaking to...<<elseif $state is "use">>You are using...<<elseif $state is "read">>You are looking in your guidebook for...<<elseif $state is "take">>You are taking...<<elseif $state is "drop">>You are dropping...<<elseif $state is "move">>You are proceeding...<<elseif $state is "inv">>You are perusing your belongings.<<else>>You are passively observing.<</if>>
</div></div></div><</if>>
It creeps closer, nudging gently at your toes.
<span class="choice"><<return ">">></span>'RADIANCE is what remains when all shadows are eaten away.'
<span class="choice"><<return ">">></span>You have:
<<if $state is "examine">>[[a hateworm|hateworm_x1]]<<elseif $state is "speak">>[[a hateworm|hateworm_speak1]]<<elseif $state is "read">>[[a hateworm|hateworm_read]]<<elseif $state is "drop">>[[hateworm|hateworm_drop]]<<else>>a hateworm<</if>> (wriggling, frenetic)
<<if $guidebook is "taken">><<if $state is "examine">>[[a guidebook|guidebook_x]]<<elseif $state is "read">>[[a guidebook|guidebook_read]]<<elseif $state is "drop">>[[a guidebook|guidebook_drop1]]<<else>>a guidebook<</if>> (loquacious and proud)<<else>><</if>>
[[Examine|observationroom_invcheck][$state to "examine"]] | [[Speak|observationroom_invcheck][$state to "speak"]] | [[Use|observationroom_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|observationroom_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|observationroom_invcheck][$state to "drop"]]
You may turn your attention back to [[the Observation Room.|observationroom_basic]] 'VERN is the stuff of seas and silt.'
<span class="choice"><<return ">">></span>They are wide and open to the sun, mindful of the land and sea beneath.
<span class="choice"><<return ">">></span>'WINDOWS could not be possibly made of glass.'
<span class="choice"><<return ">">></span>The window describes the wilds to the north, free of mobile and structure. Over it all, the sun shines madly on.
<span class="choice"><<return ">">></span>From its vantage point in the sky, the sun beams with unparalleled warmth and glory.
<span class="choice"><<return ">">></span>'The fabled SUN has risen to bring us brightness and warmth at last. There is no point in appreciating it now, since it has long since become a point of consistency.'
<span class="choice"><<return ">">></span>The window describes the hills of the south. Pink with radiance and time, they straddle the ground where they once sought the sky. Just below the window, a flagpole extends from the tower. It is aged, it will not hold you.
<span class="choice"><<return ">">></span>The window describes the ocean stretching and yawning forever, kicking up silt and foam as it goes. Beneath the soupy mass of water, pearlescent lunarescence shines upwards, a sign from beneath. The moon waits for you there.
<span class="choice"><<return ">">></span>The window describes the desert to the west. The brown is honey-bright to the edge of your sight, covered to all directions by the radiance that extends without cease.
<span class="choice"><<return ">">></span>It is the size of a small desk, glassed-over and dark within.
<span class="choice"><<return ">">></span>You are solitary and strange.
<span class="choice"><<return ">">></span>You speak to yourself for a brief time, and are grateful for the company.
<span class="choice"><<return ">">></span>A nasty piece of work. It gnaws at you, vociferous.
<span class="choice"><<return ">">></span>Your hateworm does not seem to particularly care what you have to say to it.
<span class="choice"><<return ">">></span>You could not dispose of your erstwhile companion, even if you wanted to.
<span class="choice"><<return ">">></span>'HATEWORMS will only bother you if you let them.'
<span class="choice"><<return ">">></span>This tattered book describes itself quietly but firmly as an indispensable guide to the plain.
<span class="choice"><<return ">">></span>Taken.
<span class="choice"><<return ">">></span>
<<set $guidebook to "taken">>'This GUIDEBOOK explicates the statements of the plain. It may be consulted and carried. No finer guidebook can be found within reach.'
<span class="choice"><<return ">">></span>It has returned to where you left it.
<span class="choice"><<return ">">></span>
<<set $guidebook to "observatory">>Double-click this passage to edit it.<<if $state is "move">>[[The shore|shoreside_basic]]<<else>>The shore<</if>> is only steps away, but this feels like another world. The pier extends like a finger, pointing directly out to the ocean. The vern overpowers. The moon’s light glimmers from beneath the surface of the waves, reaching out but never quite touching the surface.
A rope sways limply from the very end of the pier, lost without a boat to tether it.
There is an island in the distance.
[[Examine|pier_basic][$state to "examine"]] | [[Speak|pier_basic][$state to "speak"]] | [[Use|pier_basic][$state to "use"]] <<if $guidebook is "taken">>| [[Read|pier_basic][$state to "read"]] <<else>><</if>> | [[Take|pier_basic][$state to "take"]] | [[Move|pier_basic][$state to "move"]] | [[Inventory|pier_invcheck][$state to "inv"]]
[[Examine|midwaytower_invcheck][$state to "examine"]] | [[Speak|midwaytower_invcheck][$state to "speak"]] | [[Use|midwaytower_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|midwaytower_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|midwaytower_invcheck][$state to "drop"]]
You may turn your attention back to [[the Tower.|midwaytower_basic]] [[Examine|towerbase_invcheck][$state to "examine"]] | [[Speak|towerbase_invcheck][$state to "speak"]] | [[Use|towerbase_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|towerbase_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|towerbase_invcheck][$state to "drop"]]
You may turn your attention back to [[the Tower.|towerbase_basic]] [[Examine|beforetower_invcheck][$state to "examine"]] | [[Speak|beforetower_invcheck][$state to "speak"]] | [[Use|beforetower_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|beforetower_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|beforetower_invcheck][$state to "drop"]]
You may turn your attention back to [[the world.|beforetower_basic]] [[Examine|crossroads_invcheck][$state to "examine"]] | [[Speak|crossroads_invcheck][$state to "speak"]] | [[Use|crossroads_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|crossroads_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|crossroads_invcheck][$state to "drop"]]
You may turn your attention back to [[the Crossroads.|crossroads_basic]] [[Examine|hole_invcheck][$state to "examine"]] | [[Speak|hole_invcheck][$state to "speak"]] | [[Use|hole_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|hole_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|hole_invcheck][$state to "drop"]]
You may turn your attention back to [[the Hole.|hole_basic]] [[Examine|shatterfields_invcheck][$state to "examine"]] | [[Speak|shatterfields_invcheck][$state to "speak"]] | [[Use|shatterfields_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|shatterfields_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|shatterfields_invcheck][$state to "drop"]]
You may turn your attention back to [[the Shatterfields.|shatterfields_basic]] [[Examine|shoreside_invcheck][$state to "examine"]] | [[Speak|shoreside_invcheck][$state to "speak"]] | [[Use|shoreside_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|shoreside_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|shoreside_invcheck][$state to "drop"]]
You may turn your attention back to [[the Shoreside.|shoreside_basic]] [[Examine|pier_invcheck][$state to "examine"]] | [[Speak|pier_invcheck][$state to "speak"]] | [[Use|pier_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|pier_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|pier_invcheck][$state to "drop"]]
You may turn your attention back to [[the Pier.|pier_basic]] [[Examine|hillside_invcheck][$state to "examine"]] | [[Speak|hillside_invcheck][$state to "speak"]] | [[Use|hillside_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|hillside_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|hillside_invcheck][$state to "drop"]]
You may turn your attention back to [[the hillside.|hillside_basic]] [[Examine|caveoutside_invcheck][$state to "examine"]] | [[Speak|caveoutside_invcheck][$state to "speak"]] | [[Use|caveoutside_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|caveoutside_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|caveoutside_invcheck][$state to "drop"]]
You may turn your attention back to [[the outside of the cave.|caveoutside_basic]] [[Examine|caveinside_invcheck][$state to "examine"]] | [[Speak|caveinside_invcheck][$state to "speak"]] | [[Use|caveinside_invcheck][$state to "use"]] <<if $guidebook is "true">>| [[Read|caveinside_invcheck][$state to "read"]] <<else>><</if>> | [[Drop|caveinside_invcheck][$state to "drop"]]
You may turn your attention back to [[the cave.|caveinside_basic]]