(link:"Muffledmanstart")[(goto:"Spyglass Table")]
(link:"Spyglass")[(goto:"The Sign of the Spyglass")]
====WORLD VARIABLES====
(set:$timesaved to -52)(should mean we start at 7 o'clock)
(set:$clock to (history:)'s length-$timesaved)
(set:$weather to "rainy")
(set:$weatherlength to (random:2,30))
(set:$weatherlog to (a:))
(set:$Greeting to "Good day")
(set:$highlow to "low")
====CHARACTERS====
(DISPLAY:"SETUP - CHARACTERS")
====OBJECTS====
(display:"SETUP - OBJECTS")
====PLACES====
====TRAFFIC====
(display:"SETUP - TRAFFIC")
==PUBS==
=THE SIGN OF THE SPYGLASS=
(set: $spyglassrep to 0) - not barred from the Sign of the Spyglass
(set:$spyroom to "yes")
(set:$spymechmet to "no")
(set:$spyfencemet to "no")
(set:$spycup1 to (datamap:"name","nothing"))
(set:$spycup2 to (datamap:"name","nothing"))
(set:$spycup3 to (datamap:"name","nothing"))
(set:$spycup4 to (datamap:"name","nothing"))
(set:$spycup5 to (datamap:"name","nothing"))
(set:$spycup6 to (datamap:"name","nothing"))
(set:$spycup7 to (datamap:"name","nothing"))
(set:$spycup8 to (datamap:"name","nothing"))
(set:$spycup9 to (datamap:"name","nothing"))
(set:$spycup10 to (datamap:"name","nothing"))
(set:$spycup11 to (datamap:"name","nothing"))
(set:$spycup12 to (datamap:"name","nothing"))
(set:$spycup13 to (datamap:"name","nothing"))
(set:$spycup14 to (datamap:"name","nothing"))
(set:$spycup15 to (datamap:"name","nothing"))
(set:$spycup16 to (datamap:"name","nothing"))
(set:$spycup17 to (datamap:"name","nothing"))
(set:$spycup18 to (datamap:"name","nothing"))
(set:$spycup19 to (datamap:"name","nothing"))
(set:$spycup20 to (datamap:"name","nothing"))
-MENU-
(set:$spybrek to (a:"devilled kidneys","grilled mackerel","sprats with toast","bacon and eggs","black pudding"))(set:$spylunch to (a:"bread and cheese","mushroom soup and fresh bread","hare stew","leftover roast"))(set:$spydinner to (a:"roast chicken here on the spit","lamb chops","pork clanger with taters"))
====MAIN CHARACTER====
==HEALTH==
=WOUNDS=
(set:$openwounds to (a:))
(set:$bandagedwounds to (a:))
(set:$scars to (a:))
(set:$woundplaces to (a:" right arm"," left arm"," knee"," stomach"," shin"," shoulder"," calf"," thigh"," head"," hand"," cheek"," eye"," side"," chest"," nose"))
==QUESTS==
(display:"SETUP - QUESTS")
==STATS==
(set:$sex to "m")
(if:$sex is "m")[(set:$milord to "milord")]
(if:$sex is "f")[(set:$milord to "ma'am")]
(set:$sleep to 0)
(set:$lastslept to 0) - Fatigue
(set:$fatigue to 0)
(set:$lastate to 0)- Hunger
(set:$hunger to 0)
==INVENTORY==
Inventory
(set:$slot1 to $hankie)
(set:$slot2 to $sabre)
(set:$slot3 to $blunderpistol)
(set:$slot4 to $nothing)
(set:$slot5 to $nothing)
(set:$slot6 to $nothing)
(set:$slot7 to $nothing)
(set:$slot8 to $nothing)
(set:$slot9 to $nothing)
(set:$slot10 to $nothing)
(set:$slot11 to $nothing)
(set:$slot12 to $nothing)
(set:$money to 0)
==VELOSTEAM==
(set:$coalgas to 100)
(set:$water to 100)
(set:$veldam to 0)
====FIGHTING====
(set: $round to 0)
$o/$O
$oweapon
$pweapon
$oaction
$paction
$owounds
$pwounds
$fightloc - for saying where you are when you get in a fight, so that when the fight is over, you can return
(goto:"Outside the Spyglass")
<!--You chose to $paction and (print: $opponent's name) chose to $oaction.
The result is: -->{
}(if:$paction is "slash")[
(if:$oaction is "parry")[Your heavy slash knocks (print:$opponent's name)'s (print:$oweapon's name) out of the way, forcing (print:$him) backwards.]
(if:$oaction is "thrust")[Your ill-timed slash allows (print:$opponent's name)'s quick thrust through your guard. (set:$pwounds to it+1)(set:$openwounds to it+(a:(either:...$woundplaces)))You are wounded in the (print:$openwounds's last)!
(if:$oaction is "slash")[Your two weapons meet in a noisy clash of arms.]]]{
}(if:$paction is "parry")[
(if:$oaction is "parry")[You both pause, looking for an opportunity.]
(if:$oaction is "thrust")[You knock (print:$opponent's name)'s quick thrust aside with a strong blocking movement.]
(if:$oaction is "slash")[Suddenly (print:$opponent's name) knocks your weapon down and you are forced to step backwards.)]]{
}(if:$paction is "thrust")[
(if:$oaction is "parry")[But (print:$opponent's name) easily knocks your blade aside.]
(if:$oaction is "thrust")[Your blades lock together in a test of strength, but you jump apart before either of you can gain an advantage.]
(if:$oaction is "slash")[You quickly thrust above (print:$opponent's name)'s (print:$oweapon's name) and succeed in drawing blood.(set:$owounds to it+1)]]
You have $pwounds wounds. Your opponent has $owounds. (if:$pwounds is 3)[You have been killed.](if:$owounds is 3)[You have killed your opponent.]
(if:$round is 0)[(display:"Opponent clue")
(display:"Action choice")(set:$round to 1)]
(else:)[(display:"Result")(if:$owounds<3 and $pwounds<3)[
(display:"Opponent clue")
(display:"Action choice")(set:$round to it+1)](else:)[The fight is over. (link:"And so...")[(goto:"Victory")]]]
Will you:
[slash]<1|
[thrust]<2|
[parry]<3|
(click:?1)[(set:$paction to "slash")(goto:"Fight")]
(click:?2)[(set:$paction to "thrust")(goto:"Fight")]
(click:?3)[(set:$paction to "parry")(goto:"Fight")]
(set:$oaction to (either:"thrust","slash","parry"))(either:"It seems $o is about to $oaction.","$O looks like $he will $oaction with $his $oweap next.")
<!--TEST PURPOSES-->{
(set:$opponent to $ESdriver)(set:$oweapon to $coalshovel)(display:"Fightsetup")(display:"Loot")
}<!--TEST PURPOSES-->
$O slumps to the ground and you turn to the controls of the road engine.
Stop the locomotive
(Click:"Stop the locomotive")[Closing the regulator and easing on the brakes, you bring the engine to a stop.
[Search $o]<search|
(Click:?search)[A quick search of $o leaves you holding [(if:$lootcash <12)[(print:$lootcash)p](if:$lootcash >11 and <240)[(print:(($lootcash-($lootcash%12))/12))s (print:$lootcash%12)p](else:)[£(print:(($lootcash-$lootcash%240)/240)) (print:((($lootcash%240)-$lootcash%12)/12))s (print:$lootcash%12)p]]<lootcash|(if:$lootnumber is 3)[a [(print:$loot3's name)]<3|, a [(print:$loot2's name)]<2| and a [(print:$loot1's name)]<1|](if:$lootnumber is 2)[, a [(print:$loot2's name)]<2| and a [(print:$loot1's name)]<1|](if:$lootnumber is 1)[ and a [(print:$loot1's name)]<1|].
You can also take $his [$oweap]<weapon|.
(click:?lootcash)[(set:$money to it+$lootcash)(set:$lootcash to 0)]
(click:?1)[(if:$slot12's name is "nothing")[(set:$slot12 to $loot1)(display:"invshuffle")](else:)[You have no room for this. ]](click:?2)[(if:$slot12's name is "nothing")[(set:$slot12 to $loot2)(display:"invshuffle")](else:)[You have no room for this. ]](click:?3)[(if:$slot12's name is "nothing")[(set:$slot12 to $loot3)(display:"invshuffle")](else:)[You have no room for this. ]](click:?weapon)[(if:$slot12's name is "nothing")[(set:$slot12 to $oweapon)(display:"invshuffle")](else:)[You have no room for this. ]]{
}(if:$openwounds's length >0)[{
}You are wounded in the{
}(if: $openwounds's length is 1)[(print:$openwounds's 1st).]{
}(if: $openwounds's length is 2)[ the(print:$openwounds's 1st) and the(print:$openwounds's 2nd).]]
(if:$RSCvsES>0)[[Look at the steam wagon]<look|
(click:?look)[(set:$RSCvsES to 3)(goto:"Wagontrain")]]]{
}(else:)[|go>[Return to where you were...](click:?go)[(goto:$fightloc)]]]
You mount your velosteam and fasten your heavy weather cloak tight. The London road is hilly and passes through thick beech woods east of here. The perfect place for an ambush.
[Open the regulator...]<1|
(click:?1)[Steam rushes into the pistons and your vel begins to move out of the Spyglass's yard and onto the open road. No-one else is braving the wet night - for now.
[Head up the London Road]<2|
(click:?2)[Steaming East, you tear up the uneven road, catching glimpses of the full moon through broken cloud. The rain comes and goes, but the wind roars and whistles around you. Reaching the cover of the beech woods, you begin to look for an ambush point.
A woodsman's track, largely masked by a bramble clump, seems a good place to lay in wait.
[Wait here...]<3|
(Click:?3)[With your burner down low, just enough to keep the pressure up, you wrap your cloak around yourself and settle down to wait.
[Check your weapons...]<4|
(click:?4)[Your sabre is loose in its sheath and sharpened only earlier today. Your blunderpistol with its wide muzzle and short stock is loaded and ready. A single shot is all it offers you and you must be close for it to hit, but you have seen its deadly effect before.
[Check your grapple...]<5|
(click:?5)[You take the time to lift your grapple and its strong cable from the mount on the steering column of your velosteam, recoil the cable carefully and look it over for weaknesses. Should you have to leap aboard a racing steamer, only the strength of the cable and your vel's low centre of gravity will keep your trusty steed alongside.
[All is ready...]<6|
(click:?6)[(goto:"Attack")]]]]]]
Hours have passed. The rain has begun to slacken, but you are soaked through despite your heavy cloak. Then, at last, you hear a the approach of a steam traction engine up the hill. It sounds as though the driver has full steam up to mount the slope.
[Time your approach to match speed...]<1|
(click:?1)[Opening the regulator once more, you urge your heavy velosteam forwards. The engine and its wagons appear on the road suddenly - closer that your thought. Perhaps another hiding place would have given you a better view - but it is too late for that. The glare of their lamps lights the road for a moment and then they charge past, the massive wheels churning the mud and gravel.
[Come alongside...]<2|
(click:?2)[There is just enough room to come alongside the footplate of the locomotive. The driver and fireman, focused on their engine and hurling coal into the firebox, haven't seen you yet.
[Draw your blunderpistol...]<3|
(click:?3)[Drawing the clumsy pistol, you ride one-handed and try to aim towards the crew.
["Loose steam or I fire!"]<4|
(click:?4)[The fireman and driver turn at the sound of your challenge, see the dreaded highwayman at their side and open the regulator full. The powerful Massey engine lurches forward, wagons in tow.
[Fire your blunderpistol!]<5|
(click:?5)[The gun recoils heavily and you fight to keep your velosteam stable on the uneven road. Looking back at the footplate, you see the spread of shot has hit the fireman, who lies slumped against the coalbox. The driver is still at his station.
[Grapple and board...]<6|
(click:?6)[The grapple latches firmly onto the locomotive's ironwork and you winch the cable in until your vel is lashed to the engine's side.
The driver has grasped the coal shovel and turns to fight as you mount the footplate.
[Draw your sabre!]<7|
(click:?7)[(set:$opponent to $ESdriver)(set:$oweapon to $coalshovel)(display:"Fightsetup") So now you are |8>[ready...]
(click:?8)[(goto:"Fight")]]]]]]]]
<!--This page should set up a fight by taking the info from the story passage (ie who you met and where you are and setting the variables for a generic fight passage)-->{
(set:$oweap to $oweapon's name)
(set:$oblade to $oweapon's blade)
(set:$ohandle to $oweapon's handle)
(set:$o to $opponent's name)
(set:$O to $opponent's namecap)
(if:$opponent's sex is "m")[
(set:$he to "he")(set:$his to "his")(set:$him to "him")(set:$He to "He")(set:$His to "His")](else:)[(set:$he to "she")(set:$his to "her")(set:$him to "her")(set:$He to "She")(set:$His to "Her")]
}
<!--This page is where we should compute what you get off a dead / defeated opponent. Later, possibly from multiple opponents. It should be based on their class - so the higher the class, the more money and better items (although should still be a bit random - ie a magnate can have a half-smoked cigar or a box of pink pills).
-->{
(set:$lootnumber to (random:1,3))
<!--All the different classes should have a different selection (or some overlapping) of loot-->
(if:$opponent's class is 2)[
(set:$lootcash to (random:30, 180))
(set:$loot1 to (either:$pinkpills,$notebook,$cabbageleaf))
(set:$loot2 to (either:$wrench,$brassring,$watch))
(set:$loot3 to (either:$hankie,$wigpowder,$combinationknife))]
}
<!--Invshuffle needs displaying after every addition or subtraction to the Inventory. It moves items higher up the list so that only 1 check is needed before picking things up: (if:$slot12's name is "nothing")-->{(if: $slot11's name is "nothing")[(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot10's name is "nothing")[(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot9's name is "nothing")[(move:$slot10 into $slot9)(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot8's name is "nothing")[(move:$slot9 into $slot8)(move:$slot10 into $slot9)(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot7's name is "nothing")[(move:$slot8 into $slot7)(move:$slot9 into $slot8)(move:$slot10 into $slot9)(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot6's name is "nothing")[(move:$slot7 into $slot6)(move:$slot8 into $slot7)(move:$slot9 into $slot8)(move:$slot10 into $slot9)(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot5's name is "nothing")[(move:$slot6 into $slot5)(move:$slot7 into $slot6)(move:$slot8 into $slot7)(move:$slot9 into $slot8)(move:$slot10 into $slot9)(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot4's name is "nothing")[(move:$slot5 into $slot4)(move:$slot6 into $slot5)(move:$slot7 into $slot6)(move:$slot8 into $slot7)(move:$slot9 into $slot8)(move:$slot10 into $slot9)(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot3's name is "nothing")[(move:$slot4 into $slot3)(move:$slot5 into $slot4)(move:$slot6 into $slot5)(move:$slot7 into $slot6)(move:$slot8 into $slot7)(move:$slot9 into $slot8)(move:$slot10 into $slot9)(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot2's name is "nothing")[(move:$slot3 into $slot2)(move:$slot4 into $slot3)(move:$slot5 into $slot4)(move:$slot6 into $slot5)(move:$slot7 into $slot6)(move:$slot8 into $slot7)(move:$slot9 into $slot8)(move:$slot10 into $slot9)(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](if: $slot1's name is "nothing")[(move:$slot2 into $slot1)(move:$slot3 into $slot2)(move:$slot4 into $slot3)(move:$slot5 into $slot4)(move:$slot6 into $slot5)(move:$slot7 into $slot6)(move:$slot8 into $slot7)(move:$slot9 into $slot8)(move:$slot10 into $slot9)(move:$slot11 into $slot10)(move:$slot12 into $slot11)(set:$slot12 to (datamap: "name","nothing","value",0))](set: $inv to (a:$slot1's name,$slot2's name,$slot3's name,$slot4's name,$slot5's name,$slot6's name,$slot7's name,$slot8's name,$slot9's name,$slot10's name,$slot11's name,$slot12's name))}
(print:$slot1's name)
(print:$slot2's name)
(print:$slot3's name)
(print:$slot4's name)
(print:$slot5's name)
(print:$slot6's name)
(print:$slot7's name)
(print:$slot8's name)
(print:$slot9's name)
(print:$slot10's name)
(print:$slot11's name)
(print:$slot12's name)
You have now managed to halt the traction engine and its freight wagons, just as your anonymous friend bade you. But perhaps you can do more?
[Set the boiler to explode]<1|
(click:?1)[You shovel more into the firebox, then jam the door closed and smash the safety pressure valve. With any luck, the steam should blow the boiler once it passes the maximum pressure.
[Investigate the wagons]<2|
(click:?2)[The six wagons are all full of building supplies and raw goods. Bricks, barrel staves, scaffold poles, pig iron, pre-cast frames, canvas bales. The bulk cargo is all far too massive for you to steal.
[Set fire to the wagons]<3|
(Click:?3)[The tarpaulins over the wagons need little incentive to light and before long the road is lit by a line of roaring flames.
(link-goto:"Ride off","Road 4")]]]
Leaving the roaring flames of the ruined wagon train behind, you head back towards the Sign of the Spyglass. You coast in beneath the mists of the early morning, park your velosteam in the stables and make your way up the backstairs.
[Head to your room]<1|
(click:?1)[It is time to rest and sleep in the haven of your private room here at the Sign of the Spyglass.
[Sleep]<sleep|(click:?sleep)[(set:$sleeploc to "Spyglass morning")(goto:"sleep")]]
You dream of (if: $sleep < 24)[(either:"steam","the woods","wagons","rescues","women","men with moustaches","oil","coal","blue-tits","roast chicken","bridges","water","barges","potted shrimp","a brindled cat","a man with a white beard","flying","riding","swimming","climbing","fleeing","catching","change","time","sand","mud","dreams","guineas","the dead highwayman","the gibbet","the gaol","judges","dinner","breakfast","tea","bad brakes","grass","the fair","a dark lady","an engineer","an engine-driver","your mother").(live:0.2s)[(set:$sleep to it +1)$sleep(goto:"sleep")]](if: $sleep > 23)[the road. You wake up.(display:"time")(set: $fatigue to 0)(Set:$lastslept to $clock)(set:$sleep to 0)(if:$bandagedwounds's length>0)[
After a deep sleep, the wound in your (print:$bandagedwounds's 1st) has healed.(set:$scars to it + (a:$bandagedwounds's 1st))(set:$bandagedwounds to it - (a:$bandagedwounds's 1st))]
[Return to where you were]<go|(click:?go)[(goto:$sleeploc)]
(display:"Infofooter")]
You return to spend the afternoon in the parlour of the Spyglass, and sure enough, your anonymous contact reappears, just as muffled.
["So, my reward?"]<1|
(click:?1)["A reward well-earnt," says the muffled man with a wry chuckle. "I'm sure the Smythe boys will feel a little more cautious down this way."
He drops a [bag of coins]<coins| onto the table in front of you.(click:?coins)[ Opening the bag, you find it contains ten golden guineas as promised. (set:$money to it+2600)]
[Raise your glass]<2|
(click:?2)["I may have more work for you," continues the man. "I presume I can find you here again?"
["You can find me here."]<3|
(click:?3)[He leaves as quietly as he came.
[Return to your table in the Spyglass...]<sp|(click:?spy)[(goto:"Spyglass Table")]
(display:"Infofooter")]]]
<!--compensating for short passage-->(set:$timesaved to it+1)(if:$muffledman is 1.1)[The figure seats himself assuredly at your table in the alcove and speaks through the scarf over face, showing nothing but bright, black eyes.
"The landlord tells me you're the sort of fellow I seek," he says. "The sort who'll sell me violence and cunning?"
["That I can sell you."]<2|
(click:?2)["Good," comes the reply. "I work for a company of fellows. Our business has rivals in these parts. I'd commission you to disrupt those rivals. Kill, burn, steal. The less they feel like freighting down this way, the better."
["What exactly do you want?"]<3|
(click:?3)["We want you to stop any of their road trains that are heading up the London Road. You can recognise them, I'm sure. The livery is scarlet, green and gold."
["What will you pay?"]<4|
(Click:?4)["If the wagon train never reaches London, we'll pay you ten guineas. If you can just delay it, you'll get two."
["I'll do it."]<5|(click:?5)[(set:$muffledman to 1.2)(goto:"Muffledman")]
["Who would I be working for?"]<6|(click:?6)[(set:$muffledman to 1.3)(goto:"Muffledman")]]]]]{
}(if:$muffledman is 1.2)[(set:$RSCvsES to 2)(set:$quests to it+1)The figure hisses with delight. "Excellent. I'll meet you here with your reward once I have word." He gets up and slips out of the side door.
[Finish your drink and set about the work...]<1|(click:?1)[(goto:"The Sign of the Spyglass")]
[Stay and sit a while at your table...]<2|(click:?2)[(goto:"Spyglass Table")]]{
}(if:$muffledman is 1.3)["It's better you don't know," he replies sharply. "My name isn't important and we don't know you at all. But if you do good work for us, then we may have more work for you. So, are you interested? Provide you with a diversion other than sitting here in your cups, too."
["I'll do it."]<5|(click:?5)[(set:$muffledman to 1.2)(goto:"Muffledman")]
["I'm not interested in your petty rivalry."]<6|(click:?6)[(set:$muffledman to 1.4)(goto:"Muffledman")]]{
}(if:$muffledman is 1.4)[He snorts. "You're missing an opportunity" he says harshly. "Either from sloth or fear." He turns and leaves the parlour.
[Stay and sit a while at your table...]<2|(click:?2)[(set:$RSCvsES to 0)(goto:"Spyglass Table")]]
(if:$spyglassrep is 1)[Barred from entering.]{
}(if:$spyglass is closed)[Go round the back to the yard or return the way you came.]{
}(display:"spyroomtab"){
}(if:($clock%96<74))[The Sign of the Spyglass is a merry place. The landlord moves from behind the bar to chat and drink with his regulars. The big door is left open as customers stream in and out, for this is a roadway inn catering to the freighters, the public locobuses, farmers heading to market, and everyone who can steam or ride.
[[Go to the bar...|Spyglass Bar]]
[[Sit with the locals...|Spyglass Locals]]
[[Sit at a table and wait...|Spyglass Table]](if:$spyfencemet is "yes")[
[[Go through to Mrs Collins in the back room...|Spyglass Fence]]]
[[Leave the Sign of the Spyglass...|Outside the Spyglass]]
(if:$spyroom is "yes")[[[Head up to your private room...|Spyglass Room]]]](else:)[The parlour of the Sign of the Spyglass is quiet. Everyone has gone to bed and the flagstones are damp where the scullery maid mopped them before retiring herself.
[[Leave the Sign of the Spyglass...|Outside the Spyglass]]
(if:$spyroom is "yes")[[[Head up to your private room...|Spyglass Room]]]]
[[Road 1]]
(display:"Infofooter")
Chatting with the locals here at the Sign of the Spyglass, you glean a few rumours about the goings-on in the region. <!--Is a mission ongoing?-->(if:$nospyrumoursuntil > $clock)[The news they are discussing is inconsequential stuff about (either:"school fairs, giant vegetables and outbreaks of the common cold.","missing fenceposts, rotten roadsigns and the need to prune the apple trees.","the relationship between the baker's daughter and the farmer's son.","the relative difficulty of life working in a factory in the city or on a farm here in the country.")
[Go to the parlour...]<go|(click:?go)[(goto:"The Sign of the Spyglass")]](display:"spymisscheck"){
}(if:$spylocmiss is "notstarted")[{
}(if:$justiceforsquirelynch is 0)[{
}They are discussing the latest inquities of Squire Lynch, one of the landowners hereabouts.
"Tain't right," says Jack-the-lad, "Plum against the way of things. A real Squire would be givin' at a wedding, not taking!"
["What did he do?"]<ask1|(click:?ask1)[
Meg pipes up angrily. "A wedding down in the village, a nice young couple, just starting out. He invites himself to the celebration, belittles the father of the bride, and claims repossession of the groom's family's cottage, right while he's a glass of wedding wine in his hand! It's only that the groom indentured his labour for three years when he backed off!"
"He'll take whatever he can, that Squire Lynch," says Kevin.
["Sounds like a fellow riding for a fall."]<sou|(click:?sou)[
"And that's not all," continues Jack-the-lad hotly. "Last year he put up the rents on Beech row three times. Spring, when the lambs were born, summer, when they cut the corn up in the high field, and then fall when the apple harvest was so good. E's not content with enough, that wicked man."
["Enough is as good as a feast, rich or poor."]<nu|(click:?nu)[
"Well, if someone would teach him a lesson, no-one here would be sorry." Meg's hands are twisting her cloth cap into a knot.
"It's been quiet of late," says Kevin, "With the Squire up in London. But our Judy's girl, works in the kitchen up at the big house, says 'e's coming back soon. Then we'll know it."
["When is he returning?"]<ask2|(click:?ask2)[
Kevin shakes his head. "Don't know exactly. He's an unpredictable one. Got a big fancy steam carriage - one of them chariaeolithingies. Tearing along the roads, knocking folks out of the way. Almost drove me sister down, you know?"
["Maybe I can burst his proud bubble for him."]<ma| ==Accept the Quest==(click:?ma)[(Set:$justiceforsquirelynch to 1)(set:$questlocs to it+$justiceforsquirelynchlocs)(goto:"The Sign of the Spyglass")]
["Interesting, but not my business."]<th|(click:?th)[(goto:"The Sign of the Spyglass")(Set:$justiceforsquirelynch to 11)(set:$nospyrumoursuntil to $clock + 96)]]]]]]]{
}(if:$spylocmiss is "finishedsquirelynch")["Did you hear about Squire Lynch?" Old Kevin looks at you slyly. "Seems like he got a shock in the night!"
["What do you mean?"]<w|(click:?w)[
"Someone robbed him on the road. See how he likes it!" Jack-the-lad gives a throaty chuckle into his beard.
"Aww, it'll just make him meaner, you'll see," says Meg. "Wait and see. He'll take it out on his tenants, mark my words."
[Go to the parlour...]<go|(click:?go)[(goto:"The Sign of the Spyglass")]]]{
}(if:$spylocmiss is "ongoing")[The news they are discussing is inconsequential stuff about (either:"school fairs, giant vegetables and outbreaks of the common cold.","missing fenceposts, rotten roadsigns and the need to prune the apple trees.","the relationship between the baker's daughter and the farmer's son.","the relative difficulty of life working in a factory in the city or on a farm here in the country.")
[Go to the parlour...]<go|(click:?go)[(goto:"The Sign of the Spyglass")]]
<!--compensating for short passage-->(set:$timesaved to it+1){
}At the Spyglass there is always good cheer and good beer.
(link:"Look at the taps...")[There are four taps mounted on the polished bar.
=Rugeley Gold
=Smart's Friend
=Reading Bitter
=Alma's Ale]
(link:"Look behind the bar...")[On the shelves behind the bar you can see a selection of bottles.]
[Talk to the barman...]<barman|(click:?barman)[(set:$Bertrand's timesmet to it+1)(goto:"Bertrand")]
[[Return to the parlour...|The Sign of the Spyglass]]
(if:$RSCvsES is 0)[With no other offers of work you spend the remainder of the day drinking in the parlour. When you are done, the staff have to carry you up to bed.
But this life of excess and sloth has gone too far. All you know is waking to a sharp pain in your chest, then sinking back into the dark night...]{
}(elseif:$RSCvsES is 1)[The parlour at the Sign of the Spyglass bustles with life and from your table in the corner you can survey the whole smokey room. The fire roars steadily, the company talk heartily, glad to be inside and out of the foul weather. Your tall boots are over by the door and a (either:("pint of Rugeley Gold", "tankard of hot wine", "glass of brandy", "glass of fizzing black liquor")) is in your hand.
[A cloaked figure approaches...]<1|(click:?1)[(set:$muffledman to 1.1)(goto:"Muffledman")]]{
}(elseif:$RSCvsES is 3)[Sure enough, your anonymous contact reappears, just as muffled.
["So, my reward?"]<a1|
(click:?a1)["A reward well-earnt," says the muffled man with a wry chuckle. "I'm sure the Smythe boys will feel a little more cautious down this way."
He drops a [bag of coins]<coins| onto the table in front of you.(click:?coins)[ Opening the bag, you find it contains ten golden guineas as promised. (set:$money to it+2600)]
[Raise your glass]<a2|
(click:?a2)["I may have more work for you," continues the man. "I presume I can find you here again?"
["You can find me here."]<a3|
(click:?a3)[He leaves as quietly as he came.]]]]{
}(else:)[Seated here at your table near the fire you can enjoy the warmth and comfort of country hospitality. But warmth and comfort never led to fame and fortune.]
(unless:$RSCvsES is 0 or it is 1)[{}[Return to the parlour...]<b1|(click:?b1)[(goto:"The Sign of the Spyglass")]]
<!--Trial fence, where you can sell your cheap possessions in one swoop, or anything up to a value of £2 or something.
Notes - I later want to make my check automated: set$check to $slot1 etc, then run macro on $check, then do same for $slot 2 etc. Listeing to Sibelius' 7th symphony in Cmajor - wonderful.-->{
}<!--First Time-->(if:$MrsCollinscon is 0)[Entering a dingy backroom, you find a short woman with a grey bun and greasy spectacles sat behind a long pine table. She is sorting through a pile of handkerchiefs and doesn't look up.
["Are you Mrs Collins?"]<q|(click:?q)[
"Who wants to know?" snaps the old lady, without looking up.
["I want to sell some things."]<r|(click:?r)[
At last she stops what she is going and looks directly into your eyes. "Oh, you do, do you? Some, 'things', is it? Well, lessee if I feel like buying 'some things'..."
[Show her your possessions...]<s|(click:?s)[(display:"fencecheck")(if:$cheapfence>0)[(set:$MrsCollinscon to 1.1)](elseif:$midfence>0)[(set:$MrsCollinscon to 1.2)](elseif:$exfence>0)[(set:$MrsCollinscon to 1.3)](else:)[(set:$MrsCollinscon to 1.4)](goto:"Spyglass Fence")]]]]{
}<!--Normal time-->(if:$MrsCollinscon is 1)[You return to Mrs Collins' room and find her sat exactly as before, this time sorting through (either:"a pile of pocket knives","a collection of eyeglasses and monocles","an assortment of candlesticks and mantelpiecaria","a selection of pocket watches","a box of what sounds like coins").
"Hello again, dearie," she says. "What have you got for Mother Collins today?"
[Show her your possessions...]<s|(click:?s)[(display:"fencecheck")(if:$cheapfence>0)[(set:$MrsCollinscon to 1.1)](elseif:$midfence>0)[(set:$MrsCollinscon to 1.2)](elseif:$exfence>0)[(set:$MrsCollinscon to 1.3)](else:)[(set:$MrsCollinscon to 1.4)](goto:"Spyglass Fence")]]{
}<!--Mrs Collins likes your cheap stuff-->(if:$MrsCollinscon is 1.1)[<!--compensating for short passage-->(set:$timesaved to it+1)Mrs Collins sorts through your belongings and{
}<!--Single cheap thing-->(if:$cheapfence is 1)[ picks out (if:$slot1match is 1)[(print:$slot1's name)](if:$slot2match is 1)[(print:$slot2's name)](if:$slo31match is 1)[(print:$slot3's name)](if:$slot4match is 1)[(print:$slot4's name)](if:$slot5match is 1)[(print:$slot5's name)](if:$slot6match is 1)[(print:$slot6's name)](if:$slot7match is 1)[(print:$slot7's name)](if:$slot8match is 1)[(print:$slot8's name)](if:$slot9match is 1)[(print:$slot9's name)](if:$slot10match is 1)[(print:$slot10's name)](if:$slot11match is 1)[(print:$slot11's name)](if:$slot12match is 1)[(print:$slot12's name)].]{
}<!--Several cheap things-->(else:)[ collects a variety of the cheaper oddments on one side of her long table; (if:$slot1match is 1)[(print:$slot1's name), ](if:$slot2match is 1)[(print:$slot2's name), ](if:$slot3match is 1)[(print:$slot3's name), ](if:$slot4match is 1)[(print:$slot4's name), ](if:$slot5match is 1)[(print:$slot5's name), ](if:$slot6match is 1)[(print:$slot6's name), ](if:$slot7match is 1)[(print:$slot7's name), ](if:$slot8match is 1)[(print:$slot8's name), ](if:$slot9match is 1)[(print:$slot9's name), ](if:$slot10match is 1)[(print:$slot10's name), ](if:$slot11match is 1)[(print:$slot11's name), ](if:$slot12match is 1)[(print:$slot12's name)] piled together.] "I'll give you (set:$fenceoffer to (ceil:($purchasetotal*($spyfencemod))))£(print:(($fenceoffer-$fenceoffer%240)/240)) (print:((($fenceoffer%240)-$fenceoffer%12)/12))s (print:$fenceoffer%12)p for (if:$cheapfence is 1)[this](else:)[these]," she says.
["That'll do."]<3|(click:?3)[(set:$MrsCollinscon to 1.5)(goto:"Spyglass Fence")]
["I'm not interested."]<4|(click:?4)[(set:$cheapfence to 0)(if:$midfence>0)[(set:$MrsCollinscon to 1.2)(goto:"Spyglass Fence")](elseif:$exfence>0)[(set:$MrsCollinscon to 1.3)(goto:"Spyglass Fence")](else:)[(set:$MrsCollinscon to 1.6)(goto:"Spyglass Fence")]]]{
}<!--Mrs Collins likes your mid stuff-->(if:$MrsCollinscon is 1.2)[<!--compensating for short passage-->(set:$timesaved to it+1)Something else has caught Mrs Collins' eye.{
}<!--Checking what it is that she likes-->{
}(if:$midmatch1 is 1)[(set:$item to $slot1)](elseif:$midmatch2 is 1)[(set:$item to $slot2)](elseif:$midmatch3 is 1)[(set:$item to $slot3)](elseif:$midmatch4 is 1)[(set:$item to $slot4)](elseif:$midmatch5 is 1)[(set:$item to $slot5)](elseif:$midmatch6 is 1)[(set:$item to $slot6)](elseif:$midmatch7 is 1)[(set:$item to $slot7)](elseif:$midmatch8 is 1)[(set:$item to $slot8)](elseif:$midmatch9 is 1)[(set:$item to $slot9)](elseif:$midmatch10 is 1)[(set:$item to $slot10)](elseif:$midmatch11 is 1)[(set:$item to $slot11)](elseif:$midmatch12 is 1)[(set:$item to $slot12)](set:$fenceoffer to $item's value){
}"Now, (print:$item's name) like that...", she says. "I'll give you a good price for that. Say, £(print:(($fenceoffer-$fenceoffer%240)/240)) (print:((($fenceoffer%240)-$fenceoffer%12)/12))s (print:$fenceoffer%12)d?"
(link:"That'll do.")[<!--Check what you sold her
-->{
}(set:$money to it+$fenceoffer){
}(if: $item is $slot1)[(set:$midmatch1 to 0)(set:$slot1 to $nothing)]{
}(if: $item is $slot2)[(set:$midmatch2 to 0)(set:$slot2 to $nothing)]{
}(if: $item is $slot3)[(set:$midmatch3 to 0)(set:$slot3 to $nothing)]{
}(if: $item is $slot4)[(set:$midmatch4 to 0)(set:$slot4 to $nothing)]{
}(if: $item is $slot5)[(set:$midmatch5 to 0)(set:$slot5 to $nothing)]{
}(if: $item is $slot6)[(set:$midmatch6 to 0)(set:$slot6 to $nothing)]{
}(if: $item is $slot7)[(set:$midmatch7 to 0)(set:$slot7 to $nothing)]{
}(if: $item is $slot8)[(set:$midmatch8 to 0)(set:$slot8 to $nothing)]{
}(if: $item is $slot9)[(set:$midmatch9 to 0)(set:$slot9 to $nothing)]{
}(if: $item is $slot10)[(set:$midmatch10 to 0)(set:$slot10 to $nothing)]{
}(if: $item is $slot11)[(set:$midmatch11 to 0)(set:$slot11 to $nothing)]{
}(if: $item is $slot12)[(set:$midmatch12 to 0)(set:$slot12 to $nothing)]{
}(set:$midfence to it-1)(set:$item to $nothing){
}(if:$midfence >0)[(link:"go")[(goto:"Spyglass Fence")]](elseif:$exfence >0)[(link:"go")[(set:$MrsCollinscon to 1.3)(goto:"Spyglass Fence")]]{
}(set:$money to it+$fenceoffer)(set:$midfence to it-1)(set:$fenceoffer to 0)(if:$midfence>0)[(set:$MrsCollinscon to 1.2)(goto:"Spyglass Fence")](elseif:$exfence>0)[(set:$MrsCollinscon to 1.3)(goto:"Spyglass Fence")](else:)[(set:$MrsCollinscon to 1)(display:"invshuffle")(goto:"The Sign of the Spyglass")](elseif: $midfence is 0)[(link:"go")[(set:$MrsCollinscon to 1.3)(goto:"Spyglass Fence")]]]{
}<!--Don't sell-->["I'm not interested, Mrs Collins."]<u|(click:?u)[(if:$midmatch1 is 1)[(set:$midmatch1 to 0)](elseif:$midmatch2 is 1)[(set:$midmatch2 to 0)](elseif:$midmatch3 is 1)[(set:$midmatch3 to 0)](elseif:$midmatch4 is 1)[(set:$midmatch4 to 0)](elseif:$midmatch5 is 1)[(set:$midmatch5 to 0)](elseif:$midmatch6 is 1)[(set:$midmatch6 to 0)](elseif:$midmatch7 is 1)[(set:$midmatch7 to 0)](elseif:$midmatch8 is 1)[(set:$midmatch8 to 0)](elseif:$midmatch9 is 1)[(set:$midmatch9 to 0)](elseif:$midmatch10 is 1)[(set:$midmatch10 to 0)](elseif:$midmatch11 is 1)[(set:$midmatch11 to 0)](elseif:$midmatch12 is 1)[(set:$midmatch12 to 0)](set:$midfence to it-1)(if:$midfence is 0 and $exfence is 0)[(set:$MrsCollinscon to 1)(display:"invshuffle")(goto:"The Sign of the Spyglass")](elseif: $midfence is 0)[(set:$MrsCollinscon to 1.3)](link:"go")[(goto:"Spyglass Fence")]]]{
}<!--Mrs Collins looks at your ex stuff-->(if:$MrsCollinscon is 1.3)[<!--compensating for short passage-->(set:$timesaved to it+1)(if:$exfence>1)["You got some nice stuff here," she says. "But it's too precious for me to take off your hands. I don't want any constables asking around after this sort of thing."
(link:"Return to the parlour...")[(set:$MrsCollinscon to 1)(set:$exfence to 0)(display:"invshuffle")(goto:"The Sign of the Spyglass")]]]{
}<!--Mrs Collins scorns your stuff-->(if:$MrsCollinscon is 1.4)[<!--compensating for short passage-->(set:$timesaved to it+1)Mrs Collins looks through what you are carrying and sneers dismissively. "You ain't got nothing of value to me, dearie."
[Repack your belongings and leave...]<1|(click:?1)[(set:$MrsCollinscon to 1)(display:"invshuffle")(goto:"TheSignoftheSpyglass")]
["So what do you want?"]<2|(click:?2)[(set:$MrsCollinscon to 2)(goto:"Spyglass Fence")]]{
}<!--Mrs Collins buys your cheap stuff-->(if:$MrsCollinscon is 1.5)[<!--compensating for short passage-->(set:$timesaved to it+1)Mrs Collins chuckles greedily to herself, sweeps your (if:$cheapfence is 1)[{
}<!--Single cheap thing-->(if:$slot1match is 1)[(print:$slot1's name)](if:$slot2match is 1)[(print:$slot2's name)](if:$slo31match is 1)[(print:$slot3's name)](if:$slot4match is 1)[(print:$slot4's name)](if:$slot5match is 1)[(print:$slot5's name)](if:$slot6match is 1)[(print:$slot6's name)](if:$slot7match is 1)[(print:$slot7's name)](if:$slot8match is 1)[(print:$slot8's name)](if:$slot9match is 1)[(print:$slot9's name)](if:$slot10match is 1)[(print:$slot10's name)](if:$slot11match is 1)[(print:$slot11's name)](if:$slot12match is 1)[(print:$slot12's name)]]{
}<!--several things-->(else:)[possessions] off the table and goes to the corner of the ill-lit room, where she delves in a filthy leather bag before returning with a few coins. "There you are," she says.(display:"resolvefencesale")(if:$midfence>0)[
She seems interested in [something else...]<t|(click:?t)[(set:$MrsCollinscon to 1.2)(goto:"Spyglass Fence")]](elseif:$exfence>0)[
She seems interested in [something else...]<t|(click:?t)[(set:$MrsCollinscon to 1.3)(goto:"Spyglass Fence")]](else:)[
(link:"Return to the parlour...")[(display:"invshuffle")(set:$MrsCollinscon to 1)(goto:"The Sign of the Spyglass")]]]{
}<!--Mrs Collins has no more interest-->(if:$MrsCollinscon is 1.6)[<!--compensating for short passage-->(set:$timesaved to it+1)"Well, you ain't got anything else I'm interested in, so why don't you just buzz off elsehere, dearie, and let busy mother Collins get on with this?"(link:"Return to the parlour...")[(set:$MrsCollinscon to 1)(display:"invshuffle")(goto:"The Sign of the Spyglass")]]{
}<!--Ask about purchasing-->(if:$MrsCollinscon is 2)[<!--compensating for short passage-->(set:$timesaved to it+1){
}The old lady licks her lips greedily. "Watches, $matey! I'll buy any watch you bring me. And jools - but watch out for stuff with a trail. I ain't interested in any constables coming round asking about things. Bracelets, bangles, earring, rings, anythink you can melt into a lovely little bar."
(link:"Return to the parlour...")[(set:$MrsCollinscon to 0)(goto:"The Sign of the Spyglass")]]
The back yard of the Spyglass Inn.
(if:$spyroom is "yes")[[[Go up the back stairs to your room|Spyglass Room]]
](if:$spymechmet is "yes")[[[Enter the garage|Spyglass Mechanic]]]
Here you can refuel, water and mend your beloved Ferguson velosteam.
(display:"Coalgas") [Refill]<c|(click:?c)[(set:$coalgas to 100)]
(display:"Water") [Refill]<w|(click:?r)[(set:$water to 100)]
(display:"Damage") [Mend]<m|(click:?w)[(set:$damage to 0)]
[[Return to the Yard...|Spyglass Yard]]
<!--Later
(if:$money >= ((100-$coalgas)*2))[](else:)[ You cannot afford to fill your tank.]
-->
(display:"spyroomtab")(display:"invshuffle")(display:"spycupshuffle")You have returned to your private room at the Sign of the Spyglass. (if:$openwounds's length >0)[
[Bandage your wounds...]<ba|(click:?ba)[You take the time to bandage{
}(if: $openwounds's length is 1)[ the bleeding wound in your (print:$openwounds's 1st).]{
}(if: $openwounds's length is 2)[ the wounds in your (print:$openwounds's 1st) and (print:$openwounds's 2nd).]{
}(set:$bandagedwounds to it + $openwounds)(set:$openwounds to (a:))]]
You currently owe £(print:((($spytab+$spyroomtab)-($spytab+$spyroomtab)%240)/240)) (print:(((($spytab+$spyroomtab)%240)-($spytab+$spyroomtab)%12)/12))s (print:($spytab+$spyroomtab)%12)d for the room, together with your food and drink.
[Rest here]<1|(click:?1)[(set:$sleeploc to (passage:)'s name)(goto:"sleep")]
[[Go to your cupboard|Spyglass Cupboard]]
[[Return to the parlour|The Sign of the Spyglass]]
[[Leave by the back stairs|Spyglass Yard]]
(set:$spyroomtab to ((ceil:(($spyroomsince-$clock)/96))*60))
(display:"Infofooter")
<!--compensating for short passage-->(set:$timesaved to it+1){}In your cupboard you have:
[(print: $spycup1's name)]<1|(click:?1)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup1)(set:$spycup1 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup2's name)]<2|(click:?2)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup2)(set:$spycup2 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup3's name)]<3|(click:?3)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup3)(set:$spycup3 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup4's name)]<4|(click:?4)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup4)(set:$spycup4 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup5's name)]<5|(click:?5)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup5)(set:$spycup5 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup6's name)]<6|(click:?6)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup6)(set:$spycup6 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup7's name)]<7|(click:?7)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup7)(set:$spycup7 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup8's name)]<8|(click:?8)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup8)(set:$spycup8 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup9's name)]<9|(click:?9)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup9)(set:$spycup9 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup10's name)]<10|(click:?10)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup10)(set:$spycup10 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup11's name)]<11|(click:?11)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup11)(set:$spycup11 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup12's name)]<12|(click:?12)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup12)(set:$spycup12 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup13's name)]<13|(click:?13)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup13)(set:$spycup13 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup14's name)]<14|(click:?14)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup14)(set:$spycup14 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup15's name)]<15|(click:?15)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup15)(set:$spycup15 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup16's name)]<16|(click:?16)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup16)(set:$spycup16 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup17's name)]<17|(click:?17)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup17)(set:$spycup17 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup18's name)]<18|(click:?18)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup18)(set:$spycup18 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup19's name)]<19|(click:?19)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup19)(set:$spycup19 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[(print: $spycup20's name)]<20|(click:?20)[(unless:$slot12's name is "nothing")[ You don't have room to carry this!](else:)[(set:$slot12 to $spycup20)(set:$spycup20 to $nothing)(display:"invshuffle") You add this to what you are carrying.]]
[[Look at your inventory|Spyroominv]]
[[Return to your room|Spyglass Room]]
<!--compensating for short passage-->(set:$timesaved to it+1){}[(print:$slot1's name)]<1|(click:?1)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot1)(display:"spycupshuffle") (set:($slot1 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot2's name)]<2|(click:?2)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot2)(display:"spycupshuffle") (set:($slot2 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot3's name)]<3|(click:?3)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot3)(display:"spycupshuffle") (set:($slot3 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot4's name)]<4|(click:?4)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot4)(display:"spycupshuffle") (set:($slot4 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot5's name)]<5|(click:?5)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot5)(display:"spycupshuffle") (set:($slot5 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot6's name)]<6|(click:?6)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot6)(display:"spycupshuffle") (set:($slot6 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot7's name)]<7|(click:?7)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot7)(display:"spycupshuffle") (set:($slot7 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot8's name)]<8|(click:?8)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot8)(display:"spycupshuffle") (set:($slot8 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot9's name)]<9|(click:?9)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot9)(display:"spycupshuffle") (set:($slot9 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot10's name)]<10|(click:?10)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot10)(display:"spycupshuffle") (set:($slot10 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot11's name)]<11|(click:?11)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot11)(display:"spycupshuffle") (set:($slot11 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
[(print:$slot12's name)]<12|(click:?12)[(if:$spycup20's name is "nothing")[(set:$spycup20 to $slot12)(display:"spycupshuffle") (set:($slot12 to $nothing)) You place this in your cupboard.](else:)[ Your cupboard doesn't have enough room for this!]]
You have £(print:(($money-$money%240)/240)) (print:((($money%240)-$money%12)/12))s (print:$money%12)p
[[Look at the contents of your cupboard|Spyglass Cupboard]]
[[Return to your room|Spyglass Room]]
<!--Spyglasscupboardshuffle needs displaying at every visit to spyglass room or spyglass cupboard inventory - to ensure that items are moved out of $spycup20 - so that you can place things INTO your cupboard in your room at the Sign of the Spyglass. Also after every placement into the cupboard.-->{(if:$spycup1's name is "nothing")[(move:$spycup2 into $spycup1)(move:$spycup3 into $spycup2)(move:$spycup4 into $spycup3)(move:$spycup5 into $spycup4)(move:$spycup6 into $spycup5)(move:$spycup7 into $spycup6)(move:$spycup8 into $spycup7)(move:$spycup9 into $spycup8)(move:$spycup10 into $spycup9)(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup2's name is "nothing")[(move:$spycup3 into $spycup2)(move:$spycup4 into $spycup3)(move:$spycup5 into $spycup4)(move:$spycup6 into $spycup5)(move:$spycup7 into $spycup6)(move:$spycup8 into $spycup7)(move:$spycup9 into $spycup8)(move:$spycup10 into $spycup9)(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup3's name is "nothing")[(move:$spycup4 into $spycup3)(move:$spycup5 into $spycup4)(move:$spycup6 into $spycup5)(move:$spycup7 into $spycup6)(move:$spycup8 into $spycup7)(move:$spycup9 into $spycup8)(move:$spycup10 into $spycup9)(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup4's name is "nothing")[(move:$spycup5 into $spycup4)(move:$spycup6 into $spycup5)(move:$spycup7 into $spycup6)(move:$spycup8 into $spycup7)(move:$spycup9 into $spycup8)(move:$spycup10 into $spycup9)(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup5's name is "nothing")[(move:$spycup6 into $spycup5)(move:$spycup7 into $spycup6)(move:$spycup8 into $spycup7)(move:$spycup9 into $spycup8)(move:$spycup10 into $spycup9)(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup6's name is "nothing")[(move:$spycup7 into $spycup6)(move:$spycup8 into $spycup7)(move:$spycup9 into $spycup8)(move:$spycup10 into $spycup9)(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup7's name is "nothing")[(move:$spycup8 into $spycup7)(move:$spycup9 into $spycup8)(move:$spycup10 into $spycup9)(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup8's name is "nothing")[(move:$spycup9 into $spycup8)(move:$spycup10 into $spycup9)(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup9's name is "nothing")[(move:$spycup10 into $spycup9)(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup10's name is "nothing")[(move:$spycup11 into $spycup10)(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup11's name is "nothing")[(move:$spycup12 into $spycup11)(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup12's name is "nothing")[(move:$spycup13 into $spycup12)(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup13's name is "nothing")[(move:$spycup14 into $spycup13)(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup14's name is "nothing")[(move:$spycup15 into $spycup14)(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup15's name is "nothing")[(move:$spycup16 into $spycup15)(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup16's name is "nothing")[(move:$spycup17 into $spycup16)(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup17's name is "nothing")[(move:$spycup18 into $spycup17)(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup18's name is "nothing")[(move:$spycup19 into $spycup18)(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]{
}(if:$spycup19's name is "nothing")[(move:$spycup20 into $spycup19)(set:$spycup20 to $nothing)]}
<!--compensating for short passage-->(set:$timesaved to it+1){}(if:(history:)'s last is "The Sign of the Spyglass")[You mount your velosteam and prepare to set off.
[[Road 1]]]{
}(if:(history:)'s last is "Road 1")[You park your velosteam at the front of the Sign of the Spyglass.
[[The Sign of the Spyglass]]]
(display:"Status")
[[Road 2]]
[[Head towards the pub|Outside Spyglass]]
(display:"Infofooter")
(display:"Status")
[[West to Road 1|Road 1]]
[[East to Road 3|Road 3]]
(display:"Infofooter")
(display:"Status")
[[East to Road 4|Road 4]]
[[West to Road 2|Road 2]]
(display:"Infofooter")
(display:"Status")
[[West to Road 3|Road 3]]
[[Ambush]]
(display:"Infofooter")
<!--Displaying this page at the start of a location should compute any variables needed. If it needs to display any further information, eg fatigue warnings, it can display them from their own pages.-->{
}<!--Have you been waiting?-->(if:(passage:)'s name is (history:)'s last)[(set:$waiting to true)](else:)[(set:$waiting to false)]{
}<!--Fuel and water for your vel-->{
}(if:(passage:)'s name is not (history:)'s last)[(set:$coalgas to it-1)(set:$water to it-1)]{
}<!--Computing time, moon and weather (including set dawn/duskhere to true/false and weatherchange to t/f-->{
}(display:"timepage")(display:"moonphase")(display:"weather"){
}<!--Computing health and stamina etc-->(display:"charstat"){
}<!Been here before?-->(if:(history:) contains (passage:)'s name)[(set:$beenherebefore to true)](else:)[(set:$beenherebefore to false)]{
}<!--Is there a wreck here?-->(if:$wrecklocs contains (passage:)'s name)[(set:$wreckhere to true)(set:$wrecklocs to it - (a:(passage:)'s name))](else:)[(set:$wreckhere to false)]{
}<!-- Is this a quest location?-->(if:$questlocs contains (passage:)'s name)[(set:$questhere to true)](else:)[(set:$questhere to false)]{
}<!-- What about hills?-->(if:(passage:)'s tags contains "hill")[{
}(if:$highlow is "high" or it is "uphill")[(set:$highlow to "high")]{
}(if:$highlow is "low" or it is "downhill")[(set:$highlow to "uphill")]]{
}(else:)[{
}(if:$highlow is "high" or it is "uphill")[(set:$highlow to "downhill")]{
}(if:$highlow is "low" or it is "downhill")[(set:$highlow to "low")]{
}]{
}<!--Is there any traffic here? Set counters for allegiance, poss direction, number of wagons, sort of traffic etc etc so that when traffic page is displayed, it uses these counters. -->(display:"trafficcheck"){
}<!--Later I need to put a $pursuit tester in here - are you being pursued? It should prevent you from doing a whole load of things.-->{
}<!--Later I want to test whether this is a populated location and whether the population like you ($apprepop true or false) or hate you ($angrypop)-->{
}<!--The override - in case of multiple wounds, caught by pursuit, run out of coalgas, etc. Details to be tested on next page.-->(if:$stop is true)[(set:$stoploc to (passage:)'s name)(goto:"stop")]
<!--This page will display health warnings on generic pages - open wounds, fatigue, aching wounds, thirst, hunger.-->
<!--This page will be displayed when there is something you should remember - a nagging guilt, unfulfilled promise or similar.-->
(display:"timepage"){
}Your watch tells you (either:"the time is","the hour is", "that it is")(If:$clock%4 is 0)[ exactly](if:$clock%4 is 1)[ a quarter past](if:$clock%4 is 2)[ half past](if:$clock%4 is 3)[ three quarters past] {
}(if:$clock%96 <4)[six in the morning.]{
}(if:$clock%96 >3 and $clock%96 <8)[seven in the morning.]{
}(if:$clock%96 >7 and $clock%96 <12)[eight in the morning.]{
}(if:$clock%96 >11 and $clock%96 <16)[nine in the morning.]{
}(if:$clock%96 >15 and $clock%96 <20)[ten in the morning.]{
}(if:$clock%96 >19 and $clock%96 <24)[eleven in the morning.]{
}(if:$clock%96 >23 and $clock%96 <28)[(either:"midday","noon").]{
}(if:$clock%96 >27 and $clock%96 <32)[one in the afternoon.]{
}(if:$clock%96 >31 and $clock%96 <36)[two in the afternoon.]{
}(if:$clock%96 >35 and $clock%96 <40)[three in the afternoon.]{
}(if:$clock%96 >39 and $clock%96 <44)[four in the afternoon.]{
}(if:$clock%96 >43 and $clock%96 <48)[five in the afternoon.]{
}(if:$clock%96 >47 and $clock%96 <52)[six in the evening.]{
}(if:$clock%96 >51 and $clock%96 <56)[seven in the evening.]{
}(if:$clock%96 >55 and $clock%96 <60)[eight in the evening.]{
}(if:$clock%96 >59 and $clock%96 <64)[nine at night.]{
}(if:$clock%96 >63 and $clock%96 <68)[ten at night.]{
}(if:$clock%96 >67 and $clock%96 <72)[eleven at night.]{
}(if:$clock%96 >71 and $clock%96 <76)[midnight.]{
}(if:$clock%96 >75 and $clock%96 <80)[one at night.]{
}(if:$clock%96 >79 and $clock%96 <84)[two at night.]{
}(if:$clock%96 >83 and $clock%96 <88)[three at night.]{
}(if:$clock%96 >87 and $clock%96 <92)[four in the early morning.]{
}(if:$clock%96 >91 and $clock%96 <96)[five at night.]{
}
(link-reveal:"====Information====")[
(link-reveal:"===Inventory===")[
(link:"Pocket Watch")[(display:"Pocket watch")]
(link:"Inventory")[(display:"Inventory")]
(link:"Wallet")[(display:"Wallet")]]
(link-reveal:"===Velosteam===")[
(link:"Coalgas")[(display:"Coalgas")]
(link:"Water")[(display:"Water")]
(link:"Damage")[(display:"Damage")]]
(link-reveal:"===Health===")[
(link:"Wounds")[(display:"Wounds")]
(link:"Hunger")[(display:"Hunger")]]
(link-reveal:"===Legend===")[
(link:"Reputation")[(display:"Reputation")]
(link:"Quests-to-do")[(display:"Quests-to-do")]
(link:"Completed quests")[(display:"Completed quests")]]]
You have £(print:(($money-$money%240)/240)) (print:((($money%240)-$money%12)/12))s (print:$money%12)p in your wallet.
(display:"Status"){
}(if:$beenherebefore is false:)[<!--UNIQUE, FIRST-TIME DESCRIPTIONS WITH MOVEMENT, WITH SOME DETAILS ON TIME/WEATHER-->
](elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[<!--YOU'VE BEEN HERE BEFORE DESCRIPTION WITH SOME TIME/WEATHER DETAILS-->]]{
}(if: $wreckhere is true)[(display:"wreckhere")](if:$traffichere is true)[(display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[All the options that go with starting a quest at this location
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->{
}
<!--LINEGAP-->
(display:"Infofooter")
Your tank shows $coalgas/100 units.
Your watertank shows $water/100 units.{
}<!--Later you can refill here - from a stream in a wood, from a river etc - but you might need a dipper or skimmer to clean off the gubbins so you don't cause damage to your own velosteam!-->
(if:$quests is 0)[Nobody has trusted you with a mission yet.]{
}(if:$RSCvsES >0)[==Road Rivals==
The muffled man at the Spyglass wanted you to stop any steam freight on the London Road - as long as it was liveried in scarlet, gold and green.]{
}(if:$justiceforsquirelynch >0 and it <11)[
==Justice for Squire Lynch==
The wicked Squire Lynch of Lynch Manor needs to be taught a lesson.]
<!--No wounds of any kind-->(if:$openwounds's length is 0 and $bandagedwounds's length is 0 and $scars's length is 0)[You(either:" have no wounds of any kind."," are still unhurt."," have skin untouched like fresh snow in the morning."," have never been hurt or bruised in your life.")]{
}<!--Open wounds-->(if:$openwounds's length > 0)[You{
}<!--One open wound-->(if:$openwounds's length is 1)[ have an open wound in your (print: $openwounds's 1st)(either:".",", bleeding steadily.",", causing you significant pain.") ]{
}<!--Two open wounds-->(if:$openwounds's length is 2)[ have bleeding wounds in your (print: $openwounds's 1st) and (print: $openwounds's 2nd)(either:".",", bleeding steadily.",", causing you significant pain.") ]]{
}<!--Bandaged wounds-->(if:$bandagedwounds's length >0)[You{
}<!--One bandaged wound-->(if:$bandagedwounds's length is 1)[ have a bandaged wound in your (print: $bandagedwounds's 1st)(either:".",", still hurting but no longer dangerous.") ]{
}<!--Multiple bandaged wounds-->(if:$bandagedwounds's length > 1)[ have bandaged wounds on your (print:($bandagedwounds -(a:$bandagedwounds's last))) and your (print:$bandagedwounds's last). ]]{
}<!--Scars-->(if:$scars's length > 0)[You{
}<!--A single scar-->(if:$scars's length is 1)[ bear a single scar on your (print:$scars's 1st). ]{
}<!--A few scars-->(if:$scars's length > 1)[ bear scars on your (print:($scars - (a:$scars's last))) and (print:$scars's last). ]{
}<!--Many scars-->(if:$scars's length > 12)[ are covered in scars on your (print:($scars - (a:$scars's last))) and (print:$scars's last). ]{
}]
So far you are unknown to the people of this region.
There are no quests associated with your legend.
(if:$veldam is 0)[Your velosteam is undamaged.]
(set:$weatherlength to it -1)(set:$weatherlog to it +(a:$weather)){
}(if:$weatherlength is 0)[(set:$weatherchange to true){
}(if:$weather is "rainbeginning")[(set:$weather to (either:"rainy","stormy"))(set:$weatherlength to (random:2,30))]{
}(elseif:$weather is "rainstopping")[(set:$weather to (either:"cloudy","clear"))(set:$weatherlength to (random:2,30))]{
}(elseif:$weather is "rainy")[(set:$weather to (either:"stormy","rainstopping"))(if:$weather is "stormy")[(set:$weatherlength to (random:2,30))](if:$weather is "rainstopping")[(set:$weatherlength to 1)]]{
}(elseif:$weather is "clear" or it is "cloudy")[(set:$weather to (either:"cloudy","rainbeginning","clear"))(if:$weather is "cloudy" or it is "clear")[(set:$weatherlength to (random:2,30))](if:$weather is "rainbeginning")[(set:$weatherlength to 1)]]{
}(elseif:$weather is "stormy")[(set:$weather to "rainstopping")(set:$weatherlength to 1)]{
}]{
}(else:)[(set:$weatherchange to false)]
(if:$fatigue >1)[Your recent sleep has left you refreshed and sharp of focus.](if: $fatigue >0 and $fatigue < 2)[You are very tired. (either: "Some of your decisions may not have the effect you desire! ","","Not sleeping last night has certainly affected you. ","Pain in your eyes means you must continually blink them to focus. ","Sleep continually stretches out its tendrils around your conscsiousness. ","Perhaps finding somewhere to rest safely will help you regain your focus. ")](if: $fatigue >1 and $fatigue < 3)[((either:"Now you are truly exhausted. ","Beware that your lack of sleep will certainly affect your judgement. ","You can barely keep your eyes open. ")]
<!--Fatigue-->(if:$lastslept<($clock - 96) and $lastslept > ($clock - 192))[(set:$fatigue to 1)](if:$lastslept<($clock - 192))[(set:$fatigue to 2)]{
}<!--Hunger-->(if:$lastate<($clock - 48) and $lastsate > ($clock - 192))[(set:$hunger to 1)](if:$lastate<($clock - 96))[(set:$hunger to 2)]{
}<!--Openwounds-->(if:$openwounds's length >2)[(set:$stop to true)]
(set:$clock to (history:)'s length - $timesaved)(if:$clock%96 >=56)[(set:$night to true)](else:)[(set:$night to false)](if:$clock%96 is 0)[(set:$dawnhere to true)](elseif:$clock%96 is 56)[(set:$duskhere to true)](else:)[(set:$duskhere to false)(set:$dawnhere to false)]
(if:$hunger is 0)[You aren't at all hungry right now.]{
}(if:$hunger is 1)[(either:"It has been a while since you last ate. A nourishing meal would be welcome.","That gnawing sensation in your stomach is growing stronger.","A gurgle of hunger escapes from your gut.")]{
}(if:$hunger is 2)[(either:"Hungry isn't the word for this deep, consuming absense in your belly. The sooner you can find something to eat, the better.","This degree of hunger will surely affect your concentration - and possibly your driving too.","Didn't someone once say that you're not yourself when you're hungry? Well, if you treat your body like this you may well experience some unpredicatable emotions and difficulties controlling yourself.")]{
}<!--Later I can create a calculation that compares $lastate to $clock and tells you when you late ate anything - how long ago it was.-->
(if:$clock%2688 < 193)[(set:$fullmoon to "full moon")]{
}(if:$clock%2688 > 192 and $clock%2688 < 673)[(set:$fullmoon to "waning moon")]{
}(if:$clock%2688 > 672 and $clock%2688 < 865)[(set:$fullmoon to "half moon")]{
}(if:$clock%2688 > 864 and $clock%2688 < 1345)[(set:$fullmoon to "crescent moon")]{
}(if:$clock%2688 > 1344 and $clock%2688 < 1537)[(set:$fullmoon to "new moon")]{
}(if:$clock%2688 > 1535 and $clock%2688 < 2017)[(set:$fullmoon to "waxing moon")]{
}(if:$clock%2688 > 2016 and $clock%2688 < 2209)[(set:$fullmoon to "half moon")]{
}(if:$clock%2688 > 2208 and $clock%2688 <= 22688)[(set:$fullmoon to "gibbous moon")]
<!--Bertrand Steele is the landlord of the Sign of the Spyglass--><!--compensating for short passage-->(set:$timesaved to it+1)(display:"spyroomtab"){
}<!--First meeting-->(if:$Bertrand's timesmet is 0)[(set:$Bertrand's timesmet to 1)The man behind the bar looks up from the glasses he is wiping. "$Greeting, $milord," he says cheerily. "Always pleased to meet a new face. My name's Bertrand Steele, proprietor and guvnor of the Spyglass Inn. What can I do for you?"]{
}<!--Subsequent meetings-->(if:$Bertrandcon is 0)[{
}<!--Options-->(if:$Bertrand's friend is true)["Good to see you, $milord," says Bertrand with a smile. "What would you like?"](else:)["$Greeting, $milord," says Bertrand, turning to you. "How can I help?"]
["I'll have a drink."]<drink|
["Some food."]<food|(if:$Bertrand's friend is true)[
["I'm looking to sell some... items."]<fence|(if:$spyroom is "no")[
["Do you have somewhere I can stay?"]<room|]
["Can I get my velosteam refueled here?"]<vel|
["See a lot of traffic on this road, Bertrand?"]<ask|](if:$spytab > 0)[
["What do I owe you, Bertrand?"]<tab| ](click:?drink)[(set:$Bertrandcon to 1)(goto:"Bertrand")](click:?food)[(set:$Bertrandcon to 2)(goto:"Bertrand")](click:?fence)[(set:$Bertrandcon to 3)(goto:"Bertrand")](click:?room)[(set:$Bertrandcon to 4)(goto:"Bertrand")](click:?tab)[(set:$Bertrandcon to 5)(goto:"Bertrand")](click:?vel)[(set:$Bertrandcon to 6)(goto:"Bertrand")](click:?ask)[(set:$Bertrandcon to 7)(goto:"Bertrand")]]{
}<!--Drink-->(if:$Bertrandcon is 1)[{
}He waves at the [taps]<taps|. "Take your pick. Or I can pour you [something else]<something|."(Click:?taps)[
=[Rugeley Gold]<rug|
=[Smart's Friend]<sma|
=[Reading Bitter]<rea|
=[Alma's Ale]<alm|
](click:?something)[
[A glass of brandy]<bra|
[A midnight special]<moo|
[A tankard of mulled wine]<mul|](click:?rug)[(set:$Bertrandcon to 1.1)(goto:"Bertrand")](click:?sma)[(set:$Bertrandcon to 1.2)(goto:"Bertrand")](click:?rea)[(set:$Bertrandcon to 1.3)(goto:"Bertrand")](click:?alm)[(set:$Bertrandcon to 1.4)(goto:"Bertrand")](click:?bra)[(set:$Bertrandcon to 1.5)(goto:"Bertrand")](click:?moo)[(set:$Bertrandcon to 1.6)(goto:"Bertrand")](click:?mul)[(set:$Bertrandcon to 1.7)(goto:"Bertrand")]]{
}<!--Enjoy your Drink-->(if:$Bertrandcon is 1.1)[Bertrand pours a pint of golden beer. It has a short, crisp head and well-hopped aroma. "Sixpence," says Bertrand. (if:$spytab > 0)["I'll put it on your tab, $milord."(set:$spytab to it+6)](if:$spytab is 0)["I'll start you a tab, $milord."(set:$spytab to it+6)]
[Enjoy your drink...]<enj|(click:?enj)[(set:$Bertrandcon to 1.8)(goto:"Bertrand")]
["Have one yourself, Bertrand."]<treat|(click:?treat)[(set:$Bertrandcon to 1.9)(goto:"Bertrand")]]{
}(if:$Bertrandcon is 1.2)[Bertrand pours a pint of dark porter with a rich aroma and a silky texture. "Eightpence," says Bertrand. (if:$spytab > 0)["I'll put it on your tab, $milord."(set:$spytab to it+8)](if:$spytab is 0)["I'll start you a tab, $milord."(set:$spytab to it+8)]
[Enjoy your drink...]<enj|(click:?enj)[(set:$Bertrandcon to 1.8)(goto:"Bertrand")]
["Have one yourself, Bertrand."]<treat|(click:?treat)[(set:$Bertrandcon to 1.9)(goto:"Bertrand")]]{
}(if:$Bertrandcon is 1.3)[Bertrand pours a pint of red-brown bitter, slightly opaque and cloudy, supporting a frothy head and releasing a bright, grassy scent. "Sixpence," says Bertrand. (if:$spytab > 0)["I'll put it on your tab, $milord."(set:$spytab to it+6)](if:$spytab is 0)["I'll start you a tab, $milord."(set:$spytab to it+6)]
[Enjoy your drink...]<enj|(click:?enj)[(set:$Bertrandcon to 1.8)(goto:"Bertrand")]
["Have one yourself, Bertrand."]<treat|(click:?treat)[(set:$Bertrandcon to 1.9)(goto:"Bertrand")]]{
}(if:$Bertrandcon is 1.4)[Bertrand fills a stoneware jar with cloudy ale. "Strong stuff, this," he says, "And raw too. But 'tis to the locals' taste. Only threepence the jar." He sets it on the bar. (if:$spytab > 0)["I'll put it on your tab, $milord."(set:$spytab to it+6)](if:$spytab is 0)["I'll start you a tab, $milord."(set:$spytab to it+6)]
[Enjoy your drink...]<enj|(click:?enj)[(set:$Bertrandcon to 1.8)(goto:"Bertrand")]
["Have one yourself, Bertrand."]<treat|(click:?treat)[(set:$Bertrandcon to 1.9)(goto:"Bertrand")]]{
}(if:$Bertrandcon is 1.5)["I 'as this brandy here for the gentry," says Bertrand, "Who do come by occasional. It's a shilling a glass." He find a stemmed glass from below the bar and pours you a drink to the brim. (if:$spytab > 0)["I'll put it on your tab, $milord."(set:$spytab to it+6)](if:$spytab is 0)["I'll start you a tab, $milord."(set:$spytab to it+6)]
[Enjoy your drink...]<enj|(click:?enj)[(set:$Bertrandcon to 1.8)(goto:"Bertrand")]
["Have one yourself, Bertrand."]<treat|(click:?treat)[(set:$Bertrandcon to 1.9)(goto:"Bertrand")]]{
}(if:$Bertrandcon is 1.6)["Aah. Don't have much call for that no more. But I'm right glad to find someone enjoys it still." Bertrand takes a silver goblet from below the bar and pours in a shot of blackcurrant liqueur, a healthy slug from a bottle marked 'liquorice gin' and then tops it up with sparkling cider. "That'll wake you up. (if:$spytab > 0)[I'll put a shilling on you tab, $milord."(set:$spytab to it+12)](if:$spytab is 0)[I'll start you a tab for a shilling, $milord."(set:$spytab to it+12)]
[Enjoy your drink...]<enj|(click:?enj)[(set:$Bertrandcon to 1.8)(goto:"Bertrand")]
["Have one yourself, Bertrand."]<treat|(click:?treat)[(set:$Bertrandcon to 1.9)(goto:"Bertrand")]]{
}(if:$Bertrandcon is 1.7)[The barman fils a pewter tankard with mulled wine. "Watch out," he warns you. "Much stonger than it tastes. Don't drink and drive... unless you know what you're doing. (if:$spytab > 0)[I'll put it on your tab, $milord."(set:$spytab to it+6)](if:$spytab is 0)[I'll start you a tab, $milord."(set:$spytab to it+6)]
[Enjoy your drink...]<enj|(click:?enj)[(set:$Bertrandcon to 1.8)(goto:"Bertrand")]
["Have one yourself, Bertrand."]<treat|(click:?treat)[(set:$Bertrandcon to 1.9)(goto:"Bertrand")]]{
}<!--Drink drunk-->(if:$Bertrandcon is 1.8)[You enjoy your refreshing drink and [return to the parlour...]<parlour|(click:?parlour)[(set:$Bertrandcon to 0)(goto:"The Sign of the Spyglass")]]{
}<!--Buy Bertrand a drink-->(if:$Bertrandcon is 1.9)["Very handsome of you," says Bertrand, pouring himself a drink. (set:$spytab to it+6)(set:$Bertrand's friend to true)"Was there anything else you wanted?"
["Some food."]<food|(if:$Bertrand's friend is true)[
["I'm looking to sell some... items."]<fence|(if:$spyroom is "no")[
["Do you have somewhere I can stay?"]<room|]
["Can I get my velosteam refueled here?"]<vel|
["See a lot of traffic on this road, Bertrand?"]<ask|](if:$spytab > 0)[
["What do I owe you, Bertrand?"]<tab|](click:?food)[(set:$Bertrandcon to 2)(goto:"Bertrand")](click:?fence)[(set:$Bertrandcon to 3)(goto:"Bertrand")](click:?room)[(set:$Bertrandcon to 4)(goto:"Bertrand")](click:?tab)[(set:$Bertrandcon to 5)(goto:"Bertrand")](click:?vel)[(set:$Bertrandcon to 6)(goto:"Bertrand")](click:?ask)[(set:$Bertrandcon to 7)(goto:"Bertrand")]]{
}<!--Food-->(if:$Bertrandcon is 2)[(if:$clock%96<21)["You'll be wanting breakfast, then? Got some lovely [(either:...$spybrek)]<breakfast| if you'd like. Only two shillings."
["Not to my taste."]<parlour|](if:$clock%96>20 and $clock%96<36)["Well, you can have [(either:$spylunch's 1st ,$WTlunch's 2nd)]<lunch| or [(either:$spylunch's 3rd,$WTlunch's 4th)]<lunch| for a shilling lunch."
["Not to my taste."]<parlour|](if:$clock%96>35 and $clock%96<65)["Now the cook's just prepared some [(either:...$spydinner)]<dinner| or you can satisfy yourself with [a pheasant]<dinner| for two shillings."
["Not to my taste."]<parlour|]](if:$clock%96>64)["There ain't no more food now," says Bertrand. Kitchen staff have packed up. But there'll be hearty breakfast in the morning, if you can wait for it."
[Return to the parlour...]<parlour|](click:?breakfast)[You enjoy a hearty meal.(set:$spytab to it+24)(set:$lastate to $clock)
[Return to the parlour...]<parlour|]{
}(click:?lunch)[
You enjoy a hearty meal...(set:$spytab to it+12)(set:$lastate to $clock)
[Return to the parlour...]<parlour|]{
}(click:?dinner)[
You enjoy a hearty meal.(set:$spytab to it+24)(set:$lastate to $clock)
[Return to the parlour...]<parlour|]{
}<!--Fence-->(if:$Bertrandcon is 3)["Speak to Mrs Collins in the back room if you've things to sell," says Bertrand. "She won't ask where you got'em. Though she won't give you much, either."(set:$spyfencemet to "yes")
[Return to the parlour...]<parlour|]{
}<!--Room-->(if:$Bertrandcon is 4)["I've a room you can take," says," Bertrand. "Upstairs at the back. Got a nice cupboard for keeping things in and door to the back stairs, leads down to the yard. Fire every evening, that's a crown a night. Do you want it?"
["I'll take it."]<takeroom|
["No."]<parlour|(click:?takeroom)[(set:$spyroomsince to $clock)(set:$spyroom to "yes")(goto:"The Sign of the Spyglass")(set:$Bertrandcon to 0)]]{
}<!--tab-->(if:$Bertrandcon is 5)[(display:"spyroomtab")Bertrand looks at a tallystick hung over the bar. "Lessee," he says and mutters under his breath. "You owe me £(print:((($spytab+$spyroomtab)-($spytab+$spyroomtab)%240)/240)) (print:(((($spytab+$spyroomtab)%240)-($spytab+$spyroomtab)%12)/12))s (print:($spytab+$spyroomtab)%12)d. Going to pay now?"
[Settle up...]<settle|
["I'll pay you later."]<parlour|
(if:$spyroom is "yes")[[Settle up and cancel your room.]<settlecancel|](click:?settle)[(if:$money >=($spytab+$spyroomtab))[(set:$money to it-($spytab+$spyroomtab))(set:$spytab to 0)(set:$spyroomtab to 0)(set:$spyroomsince to $clock)(goto:"The Sign of the Spyglass")](else:)[
You can't afford to pay your tab at the moment.]{
}(click:?settlecancel)[(if:$money >=($spytab+$spyroomtab))[(set:$money to it-($spytab+$spyroomtab))(set:$spytab to 0)(set:$spyroomtab to 0)(set:$spyroom to "no")(goto:"The Sign of the Spyglass")](else:)[
You can't afford to pay your tab at the moment.]]]]{
}<!--vel-->(if:$Bertrandcon is 6)["My pal Dickin works in the shed behind the yard," says Bertrand. "He may be able to help you."(set:$spymechmet to "yes")
[Return to the parlour...]<parlour|]{
}<!--ask-->(if:$Bertrandcon is 7)["Well, since you ask, we are of the better-known hostelries on this road. Always busy with steam wagons, the freight companies and the like. The locobus routes come through here too, so we get a lot of common folk on their way somewhere else. Even the occasional private steam carriage."
["Tell me about the freight companies."]<ask2|(click:?ask2)[(set:$Bertrandcon to 7.1)(goto: "Bertrand")
[Return to the parlour...]<parlour|]]{
}<!--ask2-->(if:$Bertrandcon is 7.1)["At each other's throats, they are. Ever since the airships got the license for long-distance freight, margins have been getting tighter and tighter. At least, that's what they all say when they're sat in here. So competition is fiercer and plenty of the companies will stop at nothing to get one over their rivals."
(link-reveal:"Like who?")[
"Well, the Reading Steam Carriers have always had it in for Elizabeth Smythe, for example. Both run west of here, and the RSC boys used to have rights on this road. But it's a free market, and Smythe undercut them. So there's no love lost there."
[Return to the parlour...]<parlour|]]{
}<!--Generic exit link-->(click:?parlour)[(set:$Bertrandcon to 0)(goto:"The Sign of the Spyglass")]
(if:(((ceil:(($clock-$spyroomsince)/96))*60)>$spyroomtab))[(set:$spyroomtab to it + (((ceil:(($clock-$spyroomsince)/96))*60)-$spyroomtab))]
==FENCES==
(set:$cheapfence to 0)
(set:$midfence to 0)
(set:$exfence to 0)
Spyglass Inn - Mrs Collins
(set:$MrsCollinscon to 0)
(set:$fencematch to 0)
(set:$slot1match to 0)
(set:$slot2match to 0)
(set:$slot3match to 0)
(set:$slot4match to 0)
(set:$slot5match to 0)
(set:$slot6match to 0)
(set:$slot7match to 0)
(set:$slot8match to 0)
(set:$slot9match to 0)
(set:$slot10match to 0)
(set:$slot11match to 0)
(set:$slot12match to 0)
Mrs Collin's prices - she'll buy anything equal or lower than the 1st price (at her modifier of 0.4) in a bundle and consider one-offs up to the value of the 2nd at full price, but more than that she won't buy.
(set:$spyfenceprices to (a:72,480))
(set:$spyfencemod to 0.4)
The list of things she won't buy because they are too expensive!
Anything not on these three lists will just get ignored.
Perhaps also she can respond to documents - ie "Can't read this," she mutters. "Can't read anything much."
==CONVERSATION TRACKERS==
(set:$muffledman to 0)
(set:$opponent to(datamap:"name","opponent","namecap","Opponent","sex","m","class",0,"HP",20,"speed",10,"barge",40,"lunge",40,"swing",40,"dodge",30,"parry",20,"grapple",25,"slash",10,"disarm",10,"kick",0,"punch",0,"righthook",0,"lefthook",0,"jab",0,"headbutt",15,"stab",20,"timesmet",0,"aff",0,"anger",0,"favour",0,"debt",0,"friend",false,"wounds",0,"woundlimit",2))
(set:$ESdriver to(datamap:"name","the driver","namecap","The driver","sex","m","class",2,"HP",20,"speed",10,"barge",40,"lunge",40,"swing",40,"dodge",30,"parry",20,"grapple",25,"slash",10,"disarm",10,"kick",0,"punch",0,"righthook",0,"lefthook",0,"jab",0,"headbutt",15,"stab",20,"timesmet",0,"aff",0,"anger",0,"favour",0,"debt",0,"friend",false,"wounds",0,"woundlimit",2))
(set:$Bertrand to(datamap:"name","Bertrand","namecap","Bertrand","sex","m","class",3,"HP",20,"speed",10,"barge",40,"lunge",40,"swing",40,"dodge",30,"parry",20,"grapple",25,"slash",10,"disarm",10,"kick",0,"punch",0,"righthook",0,"lefthook",0,"jab",0,"headbutt",15,"stab",20,"timesmet",0,"aff",0,"anger",0,"favour",0,"debt",0,"friend",false,"wounds",0,"woundlimit",2))
(set:$Bertrandcon to 0)
<!--Checking if the fence's list of cheap goods includes anything in your inventory)-->{
}(if:$slot1's value >0 and $slot1's value <= $spyfenceprices's 1st and $slot1's value >0)[The fence will buy your (print:$slot1's name). (set:$slot1match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot1's value)]{
}(if:$slot2's value >0 and $slot2's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot2's name). (set:$slot2match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot2's value)]{
}(if:$slot3's value >0 and $slot3's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot3's name). (set:$slot3match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot3's value)]{
}(if:$slot4's value >0 and $slot4's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot4's name). (set:$slot4match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot4's value)]{
}(if:$slot5's value >0 and $slot5's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot5's name). (set:$slot5match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot5's value)]{
}(if:$slot6's value >0 and $slot6's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot6's name). (set:$slot6match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot6's value)]{
}(if:$slot7's value >0 and $slot7's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot7's name). (set:$slot7match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot7's value)]{
}(if:$slot8's value >0 and $slot8's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot8's name). (set:$slot8match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot8's value)]{
}(if:$slot9's value >0 and $slot9's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot9's name). (set:$slot9match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot9's value)]{
}(if:$slot10's value >0 and $slot10's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot10's name). (set:$slot10match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot10's value)]{
}(if:$slot11's value >0 and $slot11's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot11's name). (set:$slot11match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot11's value)]{
}(if:$slot12's value >0 and $slot12's value <= $spyfenceprices's 1st)[The fence will buy your (print:$slot12's name). (set:$slot12match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot12's value)]{
<!--Mid value goods-->
}(if:$slot1's value >$spyfenceprices's 1st and $slot1's value <=$spyfenceprices's 2nd)[(set:$midmatch1 to 1)(set:$midfence to it+1)]{
}(if:$slot2's value >$spyfenceprices's 1st and $slot2's value <=$spyfenceprices's 2nd)[(set:$midmatch2 to 1)(set:$midfence to it+1)]{
}(if:$slot3's value >$spyfenceprices's 1st and $slot3's value <=$spyfenceprices's 2nd)[(set:$midmatch3 to 1)(set:$midfence to it+1)]{
}(if:$slot4's value >$spyfenceprices's 1st and $slot4's value <=$spyfenceprices's 2nd)[(set:$midmatch4 to 1)(set:$midfence to it+1)]{
}(if:$slot5's value >$spyfenceprices's 1st and $slot5's value <=$spyfenceprices's 2nd)[(set:$midmatch5 to 1)(set:$midfence to it+1)]{
}(if:$slot6's value >$spyfenceprices's 1st and $slot6's value <=$spyfenceprices's 2nd)[(set:$midmatch6 to 1)(set:$midfence to it+1)]{
}(if:$slot7's value >$spyfenceprices's 1st and $slot7's value <=$spyfenceprices's 2nd)[(set:$midmatch7 to 1)(set:$midfence to it+1)]{
}(if:$slot8's value >$spyfenceprices's 1st and $slot8's value <=$spyfenceprices's 2nd)[(set:$midmatch8 to 1)(set:$midfence to it+1)]{
}(if:$slot9's value >$spyfenceprices's 1st and $slot9's value <=$spyfenceprices's 2nd)[(set:$midmatch9 to 1)(set:$midfence to it+1)]{
}(if:$slot10's value >$spyfenceprices's 1st and $slot10's value <=$spyfenceprice's 2nd)[(set:$midmatch10 to 1)(set:$midfence to it+1)]{
}(if:$slot11's value >$spyfenceprices's 1st and $slot11's value <=$spyfenceprices's 2nd)[(set:$midmatch11 to 1)(set:$midfence to it+1)]{
}(if:$slot12's value >$spyfenceprices's 1st and $slot12's value <=$spyfenceprices's 2nd)[(set:$midmatch12 to 1)(set:$midfence to it+1)]{
<!--Too expensive!-->
}(if:$slot1's value >$spyfenceprices's 2nd)[(set:$exmatch1 to 1)(set:$exfence to it+1)]{
}(if:$slot2's value >$spyfenceprices's 2nd)[(set:$exmatch2 to 1)(set:$exfence to it+1)]{
}(if:$slot3's value >$spyfenceprices's 2nd)[(set:$exmatch3 to 1)(set:$exfence to it+1)]{
}(if:$slot4's value >$spyfenceprices's 2nd)[(set:$exmatch4 to 1)(set:$exfence to it+1)]{
}(if:$slot5's value >$spyfenceprices's 2nd)[(set:$exmatch5 to 1)(set:$exfence to it+1)]{
}(if:$slot6's value >$spyfenceprices's 2nd)[(set:$exmatch6 to 1)(set:$exfence to it+1)]{
}(if:$slot7's value >$spyfenceprices's 2nd)[(set:$exmatch7 to 1)(set:$exfence to it+1)]{
}(if:$slot8's value >$spyfenceprices's 2nd)[(set:$exmatch8 to 1)(set:$exfence to it+1)]{
}(if:$slot9's value >$spyfenceprices's 2nd)[(set:$exmatch9 to 1)(set:$exfence to it+1)]{
}(if:$slot10's value >$spyfenceprices's 2nd)[(set:$exmatch10 to 1)(set:$exfence to it+1)]{
}(if:$slot11's value >$spyfenceprices's 2nd)[(set:$exmatch11 to 1)(set:$exfence to it+1)]{
}(if:$slot12's value >$spyfenceprice's 2nd)[(set:$exmatch12 to 1)(set:$exfence to it+1)]{
}<!--Needs to be added in - we're currently getting a range of 'nothings' in our list on the table. and $slot1's value >0
Old code
(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot1's value)(set:$cheappile to a:(it+($slot1's name)))]
(if:$spyfencech contains:($slot2's name))[The fence will buy your (print:$slot2's name).(set:$slot2match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot2's value)(set:$cheappile to a:(it+($slot2's name)))]
(if:$spyfencech contains:($slot3's name))[The fence will buy your (print:$slot3's name).(set:$slot3match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot3's value)(set:$cheappile to a:(it+($slot3's name)))]
(if:$spyfencech contains:($slot4's name))[The fence will buy your (print:$slot4's name).(set:$slot4match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot4's value)(set:$cheappile to a:(it+($slot4's name)))]
(if:$spyfencech contains:($slot5's name))[The fence will buy your (print:$slot5's name).(set:$slot5match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot5's value)(set:$cheappile to a:(it+($slot5's name)))]
(if:$spyfencech contains:($slot6's name))[The fence will buy your (print:$slot6's name).(set:$slot6match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot6's value)(set:$cheappile to a:(it+($slot6's name)))]
(if:$spyfencech contains:($slot7's name))[The fence will buy your (print:$slot7's name).(set:$slot7match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot7's value)(set:$cheappile to a:(it+($slot7's name)))]
(if:$spyfencech contains:($slot8's name))[The fence will buy your (print:$slot8's name).(set:$slot8match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot8's value)(set:$cheappile to a:(it+($slot8's name)))]
(if:$spyfencech contains:($slot9's name))[The fence will buy your (print:$slot9's name).(set:$slot9match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot9's value)(set:$cheappile to a:(it+($slot9's name)))]
(if:$spyfencech contains:($slot10's name))[The fence will buy your (print:$slot10's name).(set:$slot10match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot10's value)(set:$cheappile to a:(it+($slot10's name)))]
(if:$spyfencech contains:($slot11's name))[The fence will buy your (print:$slot11's name).(set:$slot11match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot11's value)(set:$cheappile to a:(it+($slot11's name)))]
(if:$spyfencech contains:($slot12's name))[The fence will buy your (print:$slot12's name).(set:$slot12match to 1)(set:$cheapfence to it+1)(set:$purchasetotal to it+$slot12's value)(set:$cheappile to a:(it+($slot12's name)))]-->
OBJECTS are datamaps with the following variables:
name "" starting with a/an
value 0-?
size 0-4 0 - insignificant, 1 - pocketsize, 2 - pistol, 3 - shovel/staff, 4 - heavy ironwork
tool 0/1 0 - no, 1 - yes
weapon 0/1 0 - no, 1 - yes
type "" sharp/blunt/gun/key/food/drink/obj
ammo 0 current ammo
ammolimit 0, 1-? How much ammo you can load into it
contents full/partly full/empty
dam 0-6 Damage done by an unmodified blow
handle "" eg; "handle","hilt","stock"
blade "" eg; "blade", "barrel"
broken 0/1 0 - whole, 1 - broken
stolen 0/1
tracked 0/1
(set:$example to
(datamap:
"name","",
"value",0,
"size",0,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","handle",
"blade","blade",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$nothing to
(datamap:
"name","nothing",
"value",0,
"size",0,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","handle",
"blade","blade",
"broken",0,
"stolen",0,
"tracked",0
))
==GENERAL EPHEMERA==
(set:$pinkpills to
(datamap:
"name","a small both of pink, powdery pills",
"value",8,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","box",
"blade","edge",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$hankie to
(datamap:
"name","a white cotton handkerchief",
"value",1,
"size",0,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","corner",
"blade","cloth",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$wigpowder to
(datamap:
"name","a small tin of Cheltenham wig powder",
"value",18,
"size",0,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","corner",
"blade","edge",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$notebook to
(datamap:
"name","a pocket-book half-full of scrawled notes",
"value",6,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","half-full",
"dam",0,
"handle","spine",
"blade","cover",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$cabbageleaf to
(datamap:
"name","a single leaf of savoy cabbage",
"value",0,
"size",1,
"tool",0,
"weapon",0,
"type","food",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","stalk",
"blade","leaf",
"broken",0,
"stolen",0,
"tracked",0
))
==JEWELLERY AND GEWGAWS==
(set:$brassring to
(datamap:
"name","a cheap brass ring",
"value",12,
"size",0,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","rim",
"blade","surface",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$silverring to
(datamap:
"name","a silver ring",
"value",180,
"size",0,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","rim",
"blade","surface",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$goldring to
(datamap:
"name","a gold ring",
"value",360,
"size",0,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","rim",
"blade","surface",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$watch to
(datamap:
"name","a cheap and unreliable pocketwatch",
"value",36,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","chain",
"blade","face",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$silverwatch to
(datamap:
"name","a silver pocketwatch",
"value",240,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","chain",
"blade","face",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$goldwatch to
(datamap:
"name","a gold pocketwatch",
"value",1008,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","chain",
"blade","face",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$bracelet to
(datamap:
"name","a cheap metal bracelet",
"value",2,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","edge",
"blade","surface",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$silverbracelet to
(datamap:
"name","a silver bracelet",
"value",60,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","edge",
"blade","surface",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$goldbracelet to
(datamap:
"name","a gold bracelet",
"value",480,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","edge",
"blade","surface",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$necklace to
(datamap:
"name","a cheap necklace",
"value",6,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","chain",
"blade","chain",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$silvernecklace to
(datamap:
"name","a silver necklace",
"value",96,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","chain",
"blade","chain",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$goldnecklace to
(datamap:
"name","a gold necklace",
"value",720,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","chain",
"blade","chain",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$pectoralcross to
(datamap:
"name","a Bishop's jewelled pectoral cross",
"value",6300,
"size",1,
"tool",0,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","chain",
"blade","face",
"broken",0,
"stolen",0,
"tracked",0
))
==WEAPONS==
(display:"SETUP - WEAPONS")
=BLADED=
=GUNS=
=BLUNT=
==TOOLS==
(set:$wrench to
(datamap:
"name","an adjustable wrench",
"value",12,
"size",1,
"tool",1,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",0,
"handle","handle",
"blade","jaws",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$shovel to
(datamap:
"name","a shovel",
"value",24,
"size",3,
"tool",1,
"weapon",0,
"type","obj",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",4,
"handle","haft",
"blade","blade",
"broken",0,
"stolen",0,
"tracked",0
))
(set:$combinationknife to
(datamap:
"name","a patented Smithson combination knife",
"value",68,
"size",1,
"tool",1,
"weapon",1,
"type","sharp",
"ammo",0,
"ammolimit",0,
"contents","full",
"dam",2,
"handle","handle",
"blade","blade",
"broken",0,
"stolen",0,
"tracked",0
))
==FOOD==
=DRINK=
(set:$money to it+$fenceoffer)(set:$cheapfence to 0){
}(if:$slot1match is 1)[(set:$slot1 to $nothing)]{
}(if:$slot2match is 1)[(set:$slot2 to $nothing)]{
}(if:$slot3match is 1)[(set:$slot3 to $nothing)]{
}(if:$slot4match is 1)[(set:$slot4 to $nothing)]{
}(if:$slot5match is 1)[(set:$slot5 to $nothing)]{
}(if:$slot6match is 1)[(set:$slot6 to $nothing)]{
}(if:$slot7match is 1)[(set:$slot7 to $nothing)]{
}(if:$slot8match is 1)[(set:$slot8 to $nothing)]{
}(if:$slot9match is 1)[(set:$slot9 to $nothing)]{
}(if:$slot10match is 1)[(set:$slot10 to $nothing)]{
}(if:$slot11match is 1)[(set:$slot11 to $nothing)]{
}(if:$slot12match is 1)[(set:$slot12 to $nothing)]
==WEAPONS==
(set: $allweapons to (a:"coal shovel","blunderpistol","sabre","razor"))
(set: $oweapon to (datamap:"name","weapon","size",2,"value",18,"contents","empty","broken",0,"type","blunt","dam",4,"blade","blade","handle","handle"))
=BLUNT=
(set: $coalshovel to (datamap:"name","coal shovel","size",4,"value",24,"contents","empty","broken",0,"type","blunt","dam",6,"blade","blade","handle","shaft"))
=SHARP=
(set: $sabre to (datamap:"name","sabre","size",3,"value",520,"contents","empty","broken",0,"type","sharp","dam",6,"blade","blade","handle","hilt"))
=GUN-
(set: $blunderpistol to (datamap:"name","blunderpistol","size",2,"value",290,"contents","empty","broken",0,"type","gun","dam",6,"blade","barrel","handle","stock","ammunition",1))
(if:$slot1's value < $purchaserlow)[(set:$slot1match to 1)(set:$purchasevalue to it+$slot1's value)]
(set: $MrsCollinscon to 1)
(set:$spyfencemet to "yes")
(set:$slot12 to $coalshovel)(display:"invshuffle")(set:$slot12 to $wrench)(display:"invshuffle")(set:$slot12 to $brassring)(display:"invshuffle")(set:$slot12 to $wigpowder)(display:"invshuffle")(set:$slot12 to $notebook)(display:"invshuffle")(set:$slot12 to $silvernecklace)(display:"invshuffle")(set:$slot12 to $silverring)(display:"invshuffle")(set:$slot12 to $watch)(display:"invshuffle")
You are wounded in a fight.
(set:$woundno to (random:1,2))
(if:$woundno is 1)[(set:$openwounds to it + (a:(either:...$woundplaces)))]
(else:)[(set:$openwounds to it + (a:(either:...$woundplaces))+ (a:(either:...$woundplaces)))]
(if:$openwounds's length >0)[{
}You are wounded in the{
}(if: $openwounds's length is 1)[(print:$openwounds's 1st).]{
}(if: $openwounds's length is 2)[ the(print:$openwounds's 1st) and the(print:$openwounds's 2nd).]]{
}
[[bandaging wounds]]
(display:"Infofooter")
After the fight you may bandage your wounds.
(if: $openwounds's length > 0)[You take the time to bandage{
}(if: $openwounds's length is 1)[ the bleeding wound in your (print:$openwounds's 1st).]]{
}(if: $openwounds's length is 2)[ the wounds in your (print:$openwounds's 1st) and (print:$openwounds's 2nd).]{
}(set:$bandagedwounds to it + $openwounds)(set:$openwounds to (a:))
(set:$sleeploc to "aftersleep")
[[healingsleep]]
(display:"Infofooter")
(set:$sleep to 0)
You dream of (if: $sleep < 24)[(either:"steam","the woods","wagons","rescues","women","men with moustaches","oil","coal","blue-tits","roast chicken","bridges","water","barges","potted shrimp","a brindled cat","a man with a white beard","flying","riding","swimming","climbing","fleeing","catching","change","time","sand","mud","dreams","guineas","the dead highwayman","the gibbet","the gaol","judges","dinner","breakfast","tea","bad brakes","grass","the fair","a dark lady","an engineer","an engine-driver","your mother").(live:0.2s)[(set:$sleep to it +1)$sleep(goto:"healingsleep")]](if: $sleep > 23)[the road. You wake up.(display:"time")(set: $fatigue to 0)(Set:$lastslept to $clock)(set:$sleep to 0)(if:$bandagedwounds's length>0)[
After a deep sleep, the wound in your (print:$bandagedwounds's 1st) has healed.(set:$scars to it + (a:$bandagedwounds's 1st))(set:$bandagedwounds to it - (a:$bandagedwounds's 1st))]
[Return to where you were]<go|(click:?go)[(goto:$sleeploc)]
(display:"Infofooter")]
[[Woundsprocess]]
(display:"Infofooter")
(set:$openwounds to (a:))
(set:$bandagedwounds to (a:))
(set:$scars to (a:))
(set:$woundplaces to (a:" right arm"," left arm"," knee"," stomach"," shin"," shoulder"," calf"," thigh"," head"," hand"," cheek"," eye"," side"," chest"," nose"))
[[Woundsprocess]]
(display:"Status"){
}(if:$beenherebefore is false)[The road brings you through lush farmland. Signs propped against the hedges read 'Property of Lynch Manor - Poachers prosecuted and persecuted'. (if:$night is true)[For now, the fields of grain and grass are quiet, apart from the occasonal sleepy moo of a cow.](else:)[Labourers are hard at work in the fields(if:$weather is "rainy")[ despite the rain](if: $weather is "clear")[ despite the sun].]](elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[On the road through the Lynch Estate, you pass the busy fields and the signs that warn poachers away.]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[(if:$justiceforsquirelynch>0 and it <10)[(either:"Squire Lynch is likely to pass this way, returning from London in his fast chariaeoli.","You may find Squire Lynch here if you are patient enough to wait for him.","This is the road that Squire Lynch must travel to return to Lynch Manor from London.","Lynch Manor is not far from here.","This is Squire Lynch's estate.")(set:$justiceforsquirelynch to 1.1)](if:$justiceforsquirelynch is 1.1)[
[Await Squire Lynch here...]<aw|(click:?aw)[(set:$fightloc to (passage:)'s name)(goto:"Ambushing Squire Lynch")]]]
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->[[Travel East towards the Sign of the Spyglass...|Outside the Spyglass]]
[[Travel West towards the river...|Bridge]]
(display:"Infofooter")
(display:"Status"){
}(if:$beenherebefore is false)[A brick bridge crosses a small river here, narrowing the roadway for a single vehicle at a time. The river flows North and must meet the Thames near the bridge at Benley.](elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[The brick bridge stands here at the border of Squire Lynch's farmland. To the west stand rows and rows of beech and hornbeam - valuable plantation.]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[(if:$justiceforsquirelynch>0 and it <10)[(either:"Squire Lynch is likely to pass this way, returning from London in his fast chariaeoli.","You may find Squire Lynch here if you are patient enough to wait for him.","This is the road that Squire Lynch must travel to return to Lynch Manor from London.","Lynch Manor is not far from here.","This is Squire Lynch's estate.")(set:$justiceforsquirelynch to 1.1)](if:$justiceforsquirelynch is 1.1)[
[Await Squire Lynch here...]<aw|(click:?aw)[(set:$fightloc to (passage:)'s name)(goto:"Ambushing Squire Lynch")]]]
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->[[Travel East into the farmland...|Farmland]]
[[Travel West towards the woods...|Wood]]
(display:"Infofooter")
(display:"Status"){
}(if:$beenherebefore is false)[These thick woods are full with the heavy silence of trees. However, despite their peaceful appearance you know that these trees are valuable industrial assets and that you are likely to find loggers and foresters nearby in this mature woodland. The road you have approached by meets another here: the local road running East to West meets the much busier highway, covered in patent tarmacadam and running from Benley Bridge north of here towards the escarpment to the South, and thence to London. ](elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[The woods stand silently and shade the crossroads with their boughs.]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[(if:$justiceforsquirelynch>0 and it <10)[(either:"Squire Lynch is likely to pass this way, returning from London in his fast chariaeoli.","You may find Squire Lynch here if you are patient enough to wait for him.","This is the road that Squire Lynch must travel to return to Lynch Manor from London.","Lynch Manor is not far from here.","This is Squire Lynch's estate.")(set:$justiceforsquirelynch to 1.1)](if:$justiceforsquirelynch is 1.1)[
[Await Squire Lynch here...]<aw|(click:?aw)[(set:$fightloc to (passage:)'s name)(goto:"Ambushing Squire Lynch")]]
]{
}<!--Traffic options-->(if:$traffichere is true)[
(display:"trafficoptions")]{
}<!--Movement Options-->[[Travel East towards the river...|Bridge]]
[[Travel West deeper into the wood...|Wood and Gatehouse]]
[[Ride North towards the Thames...|Road to the River]]
[[Travel South and Uphill...|Road to Pockendon]]
(display:"Infofooter")
(display:"Status"){
}(if:$beenherebefore is false)[The road through the wood here is bordered by a line of dark yew trees. A low brick gatehouse stands beneath them, guarding a gate marked 'Lynch Manor'.
](elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[The road through the wood here is bordered by a line of dark yew trees. A low brick gatehouse stands beneath them, guarding a gate marked 'Lynch Manor'(unless:$stolenshovel is 0)[.](if:$stolenshovel is 0)[ and a [shovel]<shov| stands in the ditch where workmen have been clearing brambles.(click:?shov)[(if:$slot12's name is "nothing")[ You take the shovel. (set:$slot12 to $shovel)(display:"invshuffle")(set:$stolenshovel to 1)(set:$guilts to it + (a:"stole a shovel that workmen had left in a ditch"))](else:)[ You haven't the space for a shovel.]]]{
}(elseif:$stolenshovel >0)[(if:$stolenshovel < 5)[This is where you took the shovel. (set:$stolenshovel to it+1)(if: $inv contains "a shovel")[{
}(link-replace:"Return the shovel...")[ You replace the shovel from the ditch where you found it.(set:$item to $shovel)(display:"dropitem")(set:$stolenshovel to 6)(set:$guilts to it - (a:"stole a shovel that workmen had left in a ditch"))]]]]{
}(elseif:$stolenshovel is 5 and $clock%96<48)[An angry workman is looking through the undergrowth here. "I know I left it here," he says. "I was just coming back for it and it was gone."
"Well, foreman'll have you," says his mate. "Take it out of your pay."
"Danged thing," says the frustrated ditch-clearer. "That's all I need."(set:$stolenshovel to 7)]{
}(elseif:$stolenshovel is 6 and $clock%96<48)[ Two men are struggling with brambles and overgrown hedges, doing their best to clear the ditches beside the road. One of them chops into the soil with a hefty shovel...(set:$stolenshovel to 7)]]]{
}{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[All the options that go with starting a quest at this location
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->[[Travel East through the wood...|Wood]]
(display:"Infofooter")
(display:"Status"){
}(if:$beenherebefore is false)[You are on the highroad where it passes Varsey Common. To the South, just beyond some scrubby trees, the Sign of the Spyglass can be seen. The main road runs uphill onto the moors to the East, down towards the woods and bridge at Mill Bridge to the West, and a small lane leads between the hedges north towards Varsey Village.](elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[You are on the highroad where it passes Varsey Common. To the South, just beyond some scrubby trees, the Sign of the Spyglass can be seen. The main road runs uphill onto the moors to the East, down towards the woods and bridge at Mill Bridge to the West, and a small lane leads between the hedges north towards Varsey Village.]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[All the options that go with starting a quest at this location
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")
]<!--Movement Options-->[Enter The Sign of the Spyglass]<spy|(click:?spy)[(goto:"The Sign of the Spyglass")]
[[Climb the road onto the moor...|Moor]]
[[Travel West through the farmland...|Farmland]]
[[Take the lane North towards the river...|Lane to Varsey]]
(if:$clock%96>55)[|night>[Wait here until dawn...](click:?night)[(set:$timesaved to it - (96-($clock%96)))(goto:(passage:)'s name)]]{
}(else:)[|day>[Wait here until dusk...](click:?day)[(set:$timesaved to (it - (55-($clock%96))))(goto:(passage:)'s name)]]
(display:"Infofooter")
(display:"Status"){
}(if:$beenherebefore is false)[fIRST TIME<!--UNIQUE, FIRST-TIME DESCRIPTIONS WITH MOVEMENT, WITH SOME DETAILS ON TIME/WEATHER-->
](elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[Not first time<!--YOU'VE BEEN HERE BEFORE DESCRIPTION WITH SOME TIME/WEATHER DETAILS-->]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[(if:$justiceforsquirelynch>0 and it <10)[(either:"Squire Lynch is likely to pass this way, returning from London in his fast chariaeoli.","You may find Squire Lynch here if you are patient enough to wait for him.","This is the road that Squire Lynch must travel to return to Lynch Manor from London.","Lynch Manor is not far from here.","This is Squire Lynch's estate.")(set:$justiceforsquirelynch to 1.1)](if:$justiceforsquirelynch is 1.1)[
[Await Squire Lynch here...]<aw|(click:?aw)[(set:$fightloc to (passage:)'s name)(goto:"Ambushing Squire Lynch")]]]
<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->[[Travel West towards the Sign of the Spyglass...|Outside the Spyglass]]
(display:"Infofooter")
<!--First mission given by the locals at the Spyglass - Squire Lynch's comeuppance-->(if:$justiceforsquirelynch >0 and it <10)[(set:$spylocmiss to "ongoing")]{
}(if:$justiceforsquirelynch is 10)[(set:$spylocmiss to "finishedsquirelynch")]{
}(if:$justiceforsquirelynch is 11)[(set:$spylocmiss to "notstarted")]{
}
(set:$timesaved to it +1)
<!--Why have you been sent to "stop"? Is it low fuel, exhaustion,etc...-->{
}(if:$coalgas is 0)[]{
}(if:$water is 0)[]{
}(if:$fatigue is 3)[]{
}(if:$hunger is 3)[]{
}(if:$openwounds >2)[]{
(set:$questlocs to (a:))
(set:$RSCvsES to 1) - Reading Steam Carriers' vendetta vs Elizabeth Smythe 1 - Set to start, 2 - Accepted
(set:$spylocmiss to "notstarted")
(set:$justiceforsquirelynch to 0)
(set:$justiceforsquirelynchlocs to (a:"Moor","Farmland","Bridge","Wood")){
}(set:$guilts to (a:))
(if:$justiceforsquirelynch <2)[{
}(if:$fightloc is "Wood")[Ambushing Squire Lynch should be a simple matter here. If you merely wait for dark, you can drop onto his chariaeoli from an overhanging branch, overcome the driver and have the wicked victim at your mercy.
[Prepare for an ambush!]<pre|(click:?pre)[(goto:"SquireLynch2")]]]{
}(if:$fightloc is "Bridge")[The road crosses a small river here and the narrow bridge is a natural choke-point. ]{
}(if:$fightloc is "Farmland")[]{
}(if:$fightloc is "Moor")[(if:$weather is "rainy" or it is "stormy" or it is "rainstopping" or it is "rainbeginning")[The road here is rutted and covered with puddles. (if:$inv contains "a shovel")[With your shovel you deepen one of the potholes, until any steam carriage coming this way will break its axle. A short sharp shock is in order for Squire Lynch.(set:$justiceforsquirelynch to 2.1)](else:)[If you had a shovel, you could deepen the ruts to damage Squire Lynch's carriage's wheels. Without one, there is little you could do here.]]{
}(else:)[There is little cover up here on the moor and you would be seen from far off. You might try to stop Squire Lynch's fast steam carriage, but in this dry weather any traps dug in the road surface would be immediately obvious.]]
(if:$justiceforsquirelynch<2)[{
}[Return to where you where...]<ret|(click:?ret)[(goto:$fightloc)]]{
}(else:)[Prepare for an ambush!]<pre|(click:?pre)[(goto:"SquireLynch2")]]{
}]{
}(if:$justiceforsquirelynch is 2.1)[]
(if:$slot12's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot11's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot10's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot9's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot8's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot7's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot6's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot5's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot4's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot3's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot2's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]{
}(if:$slot1's name is $item's name)[(set:$slot12 to $nothing)(display:"invshuffle")]
Double-click this passage to edit it.
(unless:$traffic is "a pedestrian" or it is "a farm vehicle")[{}[Hail the driver...]<hail|(click:?hail)[(set:$hailloc to (passage:)'s name)(goto:"haildriver")]{
}(if:$night is true)[
[Attack the steamer...]<attack|(click:?attack)[(set:$fightloc to (passage:)'s name)(goto:"attacksteamer")]]]
(if:$traffic is "a pedestrian")[(display:"pedchooser")]{
}(if:$traffic is "a farm vehicle")[(display:"farmvehiclechooser")]{
}(if:$traffic is "a guild vehicle")[(display:"traftemp1")]{
}(if:$traffic is "a goods vehicle")[(display:"Goodsvehiclechooser")]{
}(if:$traffic is "a locobus")[(display:"locobus")]{
}(if:$traffic is "a private steam carriage")[(display:"traftemp10")<!--Not yet written-->]{
}(if:$traffic is "a quest vehicle")[(display:"traftemp10")<!--Not yet written-->]
A steamer appears through the gloom, towing three heavily-laden wagons up the hill. Its smokestack is banded with red, gold and green - the colours of the Elizabeth Smythe Haulage Company.
A steamer appears {
}(if:$night is true or $weather is "rainy" or it is "cloudy" or it is "stormy")[through the gloom]{
}(else:)[on the distant road], towing {
}(if:$trailers is 1)[ a single wagon]{
}(elseif:$trailers is 2)[a pair of wagons]{
}(elseif:$trailers is 3)[three heavily-laden wagons]{
}(if:$uphill is true or $downhill is true)[up the hill]{
}(else:)[over the uneven tarmacadam]. Its smokestack is banded with $livery - $wagonallegiance.
A pillar of smoke and a shrieking whistle announces the approach of a high-powered traction engine. As it rounds the edge of the wood it proves to be a Telegraph Guild transport, delivering mail and supplies.
Double-click this passage to edit it.
Double-click this passage to edit it.
Double-click this passage to edit it.
Double-click this passage to edit it.
Double-click this passage to edit it.
Double-click this passage to edit it.
<!--GENERIC DAWN DEPENDENT ON TAGS: URBAN/HILLS-RAIN/HILLS-DRY/WOODS-DRY/WOODS-RAIN/CITY-DRY/CITY-RAIN/TOWN-DRY/TOWN-WET/VILLAGE-DRY/VILLAGE-RAIN/COMMON-DRY/COMMON-RAIN/BRIDGE-DRY/BRIDGE-RAIN/RIVER-DRY/RIVER-RAIN-->(if:(passage:)'s tags contains "urban")[A glimmer of light breaks through the hanging wreaths of coal smoke and exhaust[(if:$weather's type is "rainy" or it is "stormy")[ and rain], illuminating the streets and terraces. The sun is coming to shine light where many deeds would be better hidden by the night.](elseif:(passage:)'s tags contains "hills")[(if:$weather's type is "rainy" or it is "stormy" or it is "cloudy")[Through a gap in the clouds you see a shaft of light as the sun shows itself above the Eastern horizon. The early morning mists glow.](else:)[The sky in the east turns pink, then gold, and sunlight floods the countryside. To the west you can see the gradual gloom of the Earth's own shadow across the fields and towns, and here on the hillside you ride the cusp of day.]](elseif:(passage:)'s tags contains "woods")[(if:$weather's type is "clear")[The dawn fires shafts of light inbetween the boles of the trees and the birds break out in song.](else:)[A lightness beneath the treebranches tells you that in the East, the sun has risen.]](elseif:(passage:)'s tags contains "city")[(if:$weather's type is "clear")[The brick and stone of the buildings around you begin to glow with dawnlight. A lamp-man passes, dowsing the street lights.](else:)[Only a faint warmth pervading the smog and damp lets you know that that the sun has risen.]](elseif:(passage:)'s tags contains "town")[(if:$weather's type is "clear" or it is "cloudy")[Morning light illumines the houses, the church tower and the streets.](else:)[Through the rain a little dawn light begins to shine on the houses, the church tower and the streets.]](elseif:(passage:)'s tags contains "village")[(if:$weather's type is "clear"or it is "cloudy")[The thatch of the cottage in front of you begins to glow golden with the dawn: the sun is rising.](else:)[The pouring rain dampens evens the sun's light and the village seems to huddle together for comfort.]](elseif:(passage:)'s tags contains "common")[(if:$weather's type is "clear"or it is "cloudy")[The common in front of you is suddenly an ocean of golden grasses: the sun has risen and the birds burst into song.](else:)[The sun rises but the common drips with rain.]](elseif:(passage:)'s tags contains "bridge")[(if:$weather's type is "clear"or it is "cloudy" or it is "rainstopping")[From the bridge you can see another beautiful day beginning as the sun fills the sky with pink, gold and blue.](else:)[The rain continues to pour down, even while the dawn breaks beyond the hills to the East.]](elseif:(passage:)'s tags contains "river")[(if:$weather's type is "clear"or it is "cloudy" or it is "rainstopping")[The river shimmers and reflects a waking sun.](else:)[The rain continues to pour down, even while the dawn breaks beyond the hills to the East.]]
(if:(passage:)'s tags contains "urban")[The pale sun is dragged inexorably into the smog and smoke of the town.](elseif:(passage:)'s tags contains "hills")[(if:$weather's type is "rainy" or it is "stormy" or it is "cloudy")[Darkness rushes across the lad beneath you, intensified by the shadow of the clouds. Night falls.](else:)[The sun finally slips below the horizon and, to the East, you can make out the first stars of night.]](elseif:(passage:)'s tags contains "woods")[The sun sets and plunges the wood around you into darkness.](elseif:(passage:)'s tags contains "city")[The (either:"pale","weak","yellow-ish","barely-discernable") sun is dragged inexorably into the smog and smoke of the town. Lamps are being lit and buildings glow with gaslight.](elseif:(passage:)'s tags contains "town")[The town's lamps are lit as the sun sets in the West.](elseif:(passage:)'s tags contains "village")[The sun sets and the village falls quiet.](elseif:(passage:)'s tags contains "common")[The grassland of the common falls quiet: only a horse, champing on grass, breaks the silence as the sun drops from the sky.](elseif:(passage:)'s tags contains "bridge")[From the bridge you can see the sun sink into a haze of orange, purple and pink.](elseif:(passage:)'s tags contains "river")[Streaks of reflected colour on the river tell you that the sun is setting.]
[Hail the driver...]<hail|(click:?hail)[(set:$hailloc to (passage:)'s name)(goto:"haildriver")]{
}(if:$night is true)[
[Attack the steamer...]<attack|(click:?attack)[(set:$fightloc to (passage:)'s name)(goto:"attacksteamer")]]
You share some inconsequential gossip with the driver.
[Return to where you were...]<1|(click:?1)[(goto:$hailloc)]
(set:$wrecklocs to it +(a:$fightloc))(if:$traffic is "a goods vehicle")[(set:$lootcash to (random:30, 180)) The driver pulls over immediately and offers you the contents of his wallet: a meagre]{
}(if:$traffic is "a farm vehicle")[(set:$lootcash to (random:6, 45)) The farmer shakes his fist but surrenders the little money he has:]{
}(if:$traffic is "a locobus")[(set:$lootcash to (random:73, 501)) The passengers of the locobus are poor but numerous. You can have no qualms about robbing poor people. Together they muster ]{
}(if:$traffic is "a guild vehicle")[(set:$lootcash to (random:73, 501))(set:$opponent to $ESdriver)(set:$oweapon to $coalshovel)(display:"Fightsetup")(goto:"Fight")]{
}(if:$traffic is "a private steam carriage")[Private steam vehicle robbery.]{
}[(if:$lootcash <12)[(print:$lootcash)d.](elseif:$lootcash >11 and <240)[(print:(($lootcash-($lootcash%12))/12))s (print:$lootcash%12)d.](elseif:$lootcash >=240)[£(print:(($lootcash-$lootcash%240)/240)) (print:((($lootcash%240)-$lootcash%12)/12))s (print:$lootcash%12)d.]]<lootcash|
[Return to where you were...]<1|(click:?1)[(goto:$fightloc)](click:?lootcash)[(set:$money to it+$lootcash)(set:$lootcash to 0)]
(if: $weatherlog's last is "rainbeginning")[{
}{
}(if:$weather is "stormy")[The rain has begun to pour down all around you. Thunder rolls in the distance and the few people you pass are all dashing for cover.]{
}(if:$weather is "rainy")[The rain is falling steadily now, pooling on the road and filling the ditches.]{
}]{
}(if: $weatherlog's last is "rainstopping")[{
}{
}(if:$weather is "cloudy")[The rain dies way but the clouds linger ominously.]{
}(if:$weather is "clear")[The rain stops at last.(if:$night is true)[ The $fullmoon shines down upon the open road.](else:)[ Sunshine warms the tarmac.]]{
}]{
}(if: $weatherlog's last is "rainy")[{
}(if:$night is false)[{
}(if:$weather is "stormy")[The rain becomes even stronger and distant thunder rolls in the West.]{
}(if:$weather is "rainstopping")[It seems like the rain is beginning to ease.]{
}]{
}(if:$night is true)[{
}(if:$weather is "stormy")[The driving rain pours even more strongly and a flash of lightning illuminates the road.]{
}(if:$weather is "rainstopping")[At last the rain begins to ease and the night falls quiet.]{
}]{
}]{
}(if: $weatherlog's last is "clear")[{
}(if:$night is false)[{
}(if:$weather is "cloudy")[The sun disappears behind a bank of cloud.]{
}(if:$weather is "rainbeginning")[Clouds cover the sky and rain begins to fall.]{
}(if:$weather is "clear")[The sun shines even more brightly. There is not a cloud in the sky.]{
}]{
}(if:$night is true)[{
}(if:$weather is "cloudy")[The clouds above part for a while to give you a glimpse of the $fullmoon shining over the road, before heaven closes once more.]{
}(if:$weather is "rainbeginning")[The long-awaited rain begins, lightly at first, pattering on the ground as you drive by through the night.]{
}(if:$weather is "clear")[At last the clouds begin to fade away and you are left to ride the road beneath a glorious blanket of stars and a $fullmoon.]{
}]{
}]{
}(if: $weatherlog's last is "cloudy")[{
}(if:$night is false)[{
}(if:$weather is "cloudy")[The sun seems about to break through the clouds, but only manages a momentary gleam.]{
}(if:$weather is "rainbeginning")[It begins to rain.]{
}(if:$weather is "clear")[The clouds depart and the sun shines warmly down on the open road.]{
}]{
}(if:$night is true)[{
}(if:$weather is "cloudy")[The clouds above part for a while to give you a glimpse of the $fullmoon shining over the road, before heaven closes once more.]{
}(if:$weather is "rainbeginning")[The long-awaited rain begins, lightly at first, pattering on the ground as you drive by through the night.]{
}(if:$weather is "clear")[At last the clouds begin to fade away and you are left to ride the road beneath a glorious blanket of stars and a $moonphase moon.]{
}]{
}]{
}(if: $weatherlog's last is "stormy")[At last the rain dies away{
}(if:$night is true)[, leaving the night cool and quiet.](else:)[ and leaves the faintest glimmer of a rainbow overhead.]{
}]{
}
A (either:"recovery","salvage") team is labouring to remove the burnt and mangled wreckage of a crashed steamer from the roadway.
(set:$trafficchooser to (a:1,1,1,1,1,1,0))(set:$wrecklocs to (a:)){
}(set:$wanderingminstrel to (datamap:"name","wandering minstrel","number",1,"a","a","A","A","rainaction","strumming his autoharp regardless of the rain","action","singing a raucous song")){
}(set:$pedlar to (datamap:"name","wandering pedlar with pots on his back","number",1,"a","a","A","A","rainaction","dashing for cover with a clatter","action","calling the quality of his wares")){
}(set:$strayhorse to (datamap:"name","stray horse","number",1,"a","a","A","A","rainaction","shaking its wet mane in pleasure","action","browsing the roadside grass")){
}(set:$tramp to (datamap:"name","dirty tramp","number",1,"a","a","A","A","rainaction","huddled in his ragged coat, desperately trying to stay dry","action","peering around with sharp and hungry eyes")){
}(set:$woundedsoldier to (datamap:"name","wounded soldier with a crutch","number",1,"a","a","A","A","rainaction","hobbling along painfully","action",", momentarily resting on a treestump")){
}(set:$soldier to (datamap:"name","dirty tramp","number",1,"a","a","A","A","rainaction","marching rapidly home to his family, as careless of the rain as Crimean shells","action","whistling as he marches")){
}(set:$destitutefamily to (datamap:"name","destitute family","number",4,"a","a","A","A","rainaction","carrying their meagre belongings on their back as they look for a place to shelter","action","traisping along, no doubt thrown off their land by mechanised labour-machinery")){
}(set:$badger to (datamap:"name","badger","number",1,"a","a","A","A","rainaction","hunting for frogs in the damp night air","action","snuffling along amiably")){
}(set:$drunktelegrapher to (datamap:"name","drunk telegrapher","number",1,"a","a","A","A","rainaction","squelching desperately along","action","singing to the stars")){
}(set:$doe to (datamap:"name","doe","number",1,"a","a","A","A","rainaction","running through the rain","action","cautiously trotting along the roadside")){
}<!--Need to complete the list of pedestrians!-->
<!--IS ANYTHING HERE?-->(set:$traffichere to false){
}<!--NIGHT-->(if:$night is true)[{
}(if:(passage:)'s tags contains "lane")[(set:$trafficchance to (random:1,100))(if:$trafficchance <=10)[(set:$traffichere to true)]]{
}(if:(passage:)'s tags contains "road")[(set:$trafficchance to (random:1,100))(if:$trafficchance <=13)[(set:$traffichere to true)]]{
}(if:(passage:)'s tags contains "main-road")[(set:$trafficchance to (random:1,100))(if:$trafficchance <=20)[(set:$traffichere to true)]]{
}]{
}<!--DAYTIME-->(else:)[{
}(if:(passage:)'s tags contains "lane")[(set:$trafficchance to (random:1,100))(if:$trafficchance <=25)[(set:$traffichere to true)]]{
}(if:(passage:)'s tags contains "road")[(set:$trafficchance to (random:1,100))(if:$trafficchance <=50)[(set:$traffichere to true)]]{
}(if:(passage:)'s tags contains "main-road")[(set:$trafficchance to (random:1,100))(if:$trafficchance <=75)[(set:$traffichere to true)]]{
}]{
}(if:$traffichere is true)[(set:$traffic to (either:"a pedestrian","a farm vehicle","a goods vehicle","a guild vehicle","a locobus","a private steam carriage"))]
(if:$night is true)[{
}(set:$pedestrian to (either:$pedlar,$strayhorse,$badger,$tramp,$soldier,$drunktelegrapher,$wanderingminstrel,$doe))]{
}(else:)[(set:$pedestrian to (either: $wanderingminstrel,$pedlar,$woundedsoldier,$soldier,$tramp,$destitutefamily))<!--,$parson,$whistlingboy,$bicyclelady,$hatmarketer,$engineman,$navvies,$straycalf,$lostpiglet,$brotherandsister,$bricklayer,$hodman,$leeklady,$gamekeeper,$constable,$inventor,$fieldgirl,$fatfarmer,$thinmum,$oldwomanwithbasket,$milkboy,$ratcatcher,$picnickingcouple,$airshipspotter,$shufflingwoman,$quarryman,$maid)-->]{
}<!--Attempt to get plural verbs to work...-->(if:$pedestrian's number > 1)[(set:$is to "are")(set:$comes to "come")](else:)[(set:$is to "is")(set:$comes to "comes")](set:$a to $pedestrian's a)(set:$A to $pedestrian's A)(set:$action to $pedestrian's action)(set:$rainaction to $pedestrian's rainaction)(set:$ped to $pedestrian's name){
}(if:$uphill is true)[Up the hill $comes (print:$pedestrian's name)(if:$weather is "rainy" or it is "stormy" or it is "rainbeginning" or it is "rainstopping")[, (print:$pedestrian's rainaction)](else:)[(either:"",(print:$pedestrian's action))].]{
}(elseif:(passage:)'s tags contains "river")[On the bank of the river you find $a $ped (either:"beneath a willow tree",$action).]{
<!--Lots more options for reactive text here-->
}(else:)[$A $ped $is (either:"approaching","travelling this way","coming along the road") $action.]
(either:"A farmer is herding his cows slowly up to the slaughterhouse.","A collective's agricultural engine trundles past, dropping loaves of compacted mud from its spudded wheels.","An open-sided dairy lorry trundles by on its route, collecting milk from the local farms.","A herd of sheep almost blocks the highway, driven by a tiny girl with a pout and a crook taller than she is.","A train of pack-llamas is being driven along the road.","An agricultural engine tugs a broad plough along the road.","Steam and smoke billow across the road as a mobile slaughterhouses trundles by.","A brightly-painted butchers van rings a bell and passes by.","An agricultural engine tows a long trailer piled with bales of hay.")
(either:"A brewer's dray, fully laden and pulled by six heavy shires, is coming this way.","A steam-powered bricklayers van lurches across the road.","A self-propelled crane on the back of a lorry is grinding past.","A road locomotive pulling six wagons of freight trundles past, bound for a depot somewhere.","A gold-and-green steam engine pulls four slab-sided wagons marked 'Jas.Smith'","The road shudders as a six-wheeled dairy wagon belching steam makes its way along.","A flatbed trailer loaded with telegraph poles and drums of wire is shunted past by its steam tractor, prominently marked 'Telegraph Guild'.","A grocer's steam van whistles and roars by.","A road engine with vast, fifteen foot wheels slowly trails a collection of tree-trunks on a long, long limber.","A military supplies wagon hurtles past.","A glamorous showman's engine whistles as it passes, a canvas-covered wagon train behind it.","A sturdily built tractor marked 'City of Maidenhead' steams by with an iron-framed wagon in tow.")
The locobus steams along steadily, its roof laden with goods for market, packages and small children.
(display:"Status")(if:$beenherebefore is false)[The lane winds between hedges and overhanging trees, farmland on either hand, and brings you down to the riverside where someone has placed a bench. (if:$night is true)[The stars look down on this spot. ]There is a gate part-open at one side, the ground around it heavily rutted as if heavy wagons have gone that way. The lane also continues along the riverbank towards the peaceful village of Varsey and leads back uphill the way you came.]
(elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[Beside the river here the lane leads uphill towards the Spyglass, along the riverside towards Varsey, and through the gate to the meadow.]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[All the options that go with starting a quest at this location
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->{
}[[Ride along the river to the meadows...|Cherry's Steam Fair]]
[[Ride into Varsey village|Varsey]]
[[Travel South towards the Spyglass Inn..|Outside the Spyglass]]
<!--LINEGAP-->
(display:"Infofooter")
(display:"Status"){
}(if:$beenherebefore is false)[Varsey village is a poor place. Only a few cottages beside a jetty where watermen make what they can.]
(elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[The village of Varsey has little to offer you at the moment.]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[All the options that go with starting a quest at this location
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->{
}[[Leave the village|Lane to Varsey]]
<!--LINEGAP-->
(display:"Infofooter")
[[Leave the fair|Lane to Varsey]]
Double-click this passage to edit it.
(display:"Status"){
}(if:$beenherebefore is false)[The road continues North towards the Thames through the thick woods.]
(elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[The road continues North towards the Thames through the thick woods.]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[All the options that go with starting a quest at this location
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->{
}[[Travel South towards the crossroads...|Wood]]
[[Travel North towards the river...|Bridge over the Thames]]
<!--LINEGAP-->
(display:"Infofooter")
(display:"Status"){
}(if:$beenherebefore is false)[Benley Bridge is a masterpiece of modern design, spanning the Thames in a single suspended roadway, easily capable of bearing the strain of the heaviest road trains. The river below runs slowly.]
(elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[Benley bridge crosses the Thames here.]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[All the options that go with starting a quest at this location
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->{
}[[Ride North into Benley...|Benley]]
[[Travel South into the woods...|Road to the River]]
<!--LINEGAP-->
(display:"Infofooter")
(display:"Status"){
}(if:$beenherebefore is false)[UNIQUE, FIRST-TIME DESCRIPTIONS WITH MOVEMENT, WITH SOME DETAILS ON TIME/WEATHER]
(elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[YOU'VE BEEN HERE BEFORE DESCRIPTION WITH SOME TIME/WEATHER DETAILS]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[All the options that go with starting a quest at this location
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->{
}[[Leave Benley and ride South...|Bridge over the Thames]]
<!--LINEGAP-->
(display:"Infofooter")
(display:"Status")(display:"Pocket watch"){
}(if:$beenherebefore is false)[This road leads uphill through the woods towards Pockenden, and then on towards London. The steep slope as the road tackles the escarpment causes you to slow your velosteam.]
(elseif:$beenherebefore is true)[{
}(if:$dawnhere is true)[(display:"dawn")]{
}(elseif:$duskhere is true)[(display:"dusk")]{
}(elseif:$weatherchange is true)[(display:"weatherchange")]{
}(else:)[The steep slope here leads towards Pockenden.]]{
}(if: $wreckhere is true)[ (display:"wreckhere")](if:$traffichere is true)[ (display:"traffic")]
<!--Quest Options-->(if:$questhere is true)[All the options that go with starting a quest at this location
]<!--Traffic options-->(if:$traffichere is true)[(display:"trafficoptions")]
<!--Movement Options-->{
}[[Ride North, down the hill and into the wood...|Wood]]
<!--LINEGAP-->
(display:"Infofooter")
(Quest vehicle placeholder)