Achievements
version 4/080508 by Mikael Segercrantz
Example: ** Where ever thou art - Demonstrating the use of achievements, locations scored and items scored.
"Where ever thou art"
Include Version 4 of Achievements by Mikael Segercrantz.
Let's create the three rooms first.
The entrance hall is a room. The basement is a room. The dining hall is a room.
Add a door and the connections:
A wooden door is a door. It is west of the entrance hall and east of the dining hall. It is closed and openable.
The basement is below the entrance hall.
Add some treasure:
A baseball cap is a thing. Some crates are in the basement. They are fixed in place.
Instead of searching the crates for the first time:
now the baseball cap is in the basement;
say "Tucked behind crates of various things, you find a baseball cap!"
After opening the wooden door, score the achievement with message "finding the way to the dining hall".
And the tables:
Table of Achievements (continued)
| used | points | message | |
| 0 | 10 | "finding the way to the dining hall" |
Table of Scored Places (continued)
| used | points | loci | |
| 0 | 5 | basement | |
| 0 | 5 | dining hall |
Table of Scored Objects (continued)
| used | points | object | |
| 0 | 5 | baseball cap |
Table of Achievement Rankings (continued)
| minimum | rank | |
| 0 | "beginner" | |
| 10 | "explorer" | |
| 20 | "leader" | |
| 25 | "master" |
Initialize status line:
When play begins:
change the right hand status line to "[score] out of [achievement maximum score]".
Ending the game:
Every turn:
if the score is the achievement maximum score, end the game in victory.
And finally the testing command:
Test me with " open door / score / w / score / e / d / score / search crates / take cap ".