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Commits on Source (13)
"Street Portion" by Ben Jezewski
When play begins:
say "You're on the street now."
Chapter - Rules
MM is a man. MM is in Street. MM is undescribed. The description is "Using your $5 as a blanket, he's napping in the fold of your wallet. Equipped with an authentic Hawaiian shirt and khaki pants, he does everything full sized Michael does." The printed name of MM is "Mini-Michael Cera". Understand "Michael", "yelp", "strange sound", "Cera", "Mini-Michael" and "Mini-Michael Cera" as MM.
Talking to is an action applying to one visible thing. Understand "talk to [someone]" or “converse with [someone]” as talking to.
Street is a room. The description is "You find yourself on the street in front of your house. It looks fairly normal, however upon further inspection you notice that all the houses in the neighborhood are backwards - almost like they're mirrored. Even the stop sign is backwards."
Neighborhood is scenery in Street. The description is "You don't remember the houses looking backwards like that." Understand "houses" and "house" as Neighborhood.
Stop Sign is scenery in Street. The description is "potS". Understand "sign" as Stop Sign.
Instead of asking MM about "street":
say "'Do you hear that?' Mini-Michael Cera questions."
Instead of listening:
say "You listen to the sounds echoing through the air. A series of glass footsteps.[paragraph break]All of a sudden, a strange man appears.";
now King of the Streets is in Street.
King of the Streets is a man. The description is "A man with two left arms. Huh. Seems strange. You feel uneasy looking at him, as does Mini-Michael Cera." Understand "King" and "Man" as King of the Streets.
Instead of talking to King of the Streets:
say "'I AM KING OF THE STREETS' The being's voice booms towards you. Mini-Michael Cera lets out a yelp and hides in your pocket.[paragraph break]'Who are you?' You ask.[paragraph break]'Did you-' He looks around confused. 'Did you not hear what I just said? I AM KING OF THE STREETS!' He shouts again.[paragraph break]'Well, yes I did. But, who are you really?' You ask, fairly dumb-founded by the way he speaks.[paragraph break]'Enough of this! We are going to fight! I am here to conquer the right-handed world and make everything LEFT-HANDED!'[paragraph break]He positions himself in a fighting stance when suddenly, Cousin Jed appears.";
now Cousin Jed is in Street.
Cousin Jed is a man. The description is "Your weird cousin with epic powers." Understand "Jed" as Cousin Jed.
Instead of attacking King of the Streets:
say "You look at Cousin Jed then back at the King who still stares at you with anger. Suddenly, he charges at you. Mini-Michael Cera lets out a loud screech which startles the King despite still charging.[paragraph break]Cousin Jed quickly steps in and snaps his fingers. The King disappears into a monstrous black hole.";
now King of the Streets is nowhere.
Instead of talking to Cousin Jed:
say "You look at Jed after the black hole disperses. You can still hear the scream of the King ringing in your head.[paragraph break]'Thanks, Jed. I appreciate the help-' In the middle of your thanks, Jed snaps his fingers again, but this time towards you.[paragraph break]Without getting another word in, you feel your soul leave your body..."
\ No newline at end of file
"iGriffith_RegularBad_Intro" by Isaiah Griffith
Rule for printing the banner text: do nothing
Use American dialect, brief room descriptions, and the serial comma.
[Rules]
Talking to is an action applying to one visible thing. Understand "talk to [someone]" or “converse with [someone]” as talking to.
Check talking to: say "[The noun] doesn't reply."
MM is a man. The description is "Using your $5 as a blanket, he's napping in the fold of your wallet. Equipped with an authentic Hawaiian shirt and khaki pants, he does everything full sized Michael does." The printed name of MM is "Mini-Michael Cera". Understand "Michael", "yelp", "strange sound", "Cera", "Mini-Michael" and "Mini-Michael Cera" as MM.
Wallet is a container. The description is "A redish brown leather bill fold." Player is carrying Wallet.
MM is in Wallet.
Real ID is in Wallet. The description is "Remember to give this one to a cop."
[Rooms]
Hell is a room. "Fire and brimstone."
Channel 324 is a room. "A dimly lit cavern. As you look around you notice there are bones surrounding you. A large ogre-ish beast springs forth from the darkness. This is going to be rough for you."
Channel 679 is a room. "You are in a cozy kitchen. A pot sits on the stove. A knife and cutting board are on the counter. Shelves stocked with jars of spices line the walls. Nearby, there is a pitcher of water and a potato."
Channel 146 is a room. "You walk through a front door as the sounds of disembodied clapping and 'woos' fill the air. You enter what seems to be a rather generic living room. Sofa in the center of the room, a recliner slightly off to the side, and shelves of family photos that you are in line the walls. On the couch you see a little girl that seems oddly familiar to you sit sadly."
Barphomet is a man in Hell.
Instead of talking to Barphomet:
say "ewwww poopy human go to TV.";
now the player is in channel 679;
now the player carries the recipe book.
The Warehouse is a room.
[Combat System]
A person has a number called defense-value. The defense-value of a person is usually 5.
The player has a number called health. The health of the player is 100.
The player carries a weapon. The weapon has a number called damage-value. The damage-value of the weapon is usually 10.
A person has a number called health. The health of a person is usually 100.
Attacking someone with is an action applying to one visible thing and one carried thing.
Understand "attack [someone] with [something]" as attacking someone with.
Checking health is an action applying to nothing.
Understand "check health" or "health" as checking health.
Carry out checking health:
say "You have [health of the player] health remaining.";
Carry out attacking someone with:
if the noun is not a person:
say "You can't attack that!";
otherwise:
let target be the noun;
let attack-roll be a random number from 1 to 10;
say "You roll [attack-roll] to hit [target].";
if attack-roll > the defense-value of the target:
say "Hit! You deal [damage-value of the second noun] damage.";
decrease the health of the target by the damage-value of the second noun;
if the health of the target is 0 or the health of the target is less than 0:
say "[The target] has been defeated!";
remove the target from play;
otherwise:
say "[The target] dodges your attack!";
[Cooking Show Code]
The pot is a container in Channel 679. The pot can be empty or full. The pot is empty. The pot can be carried.
The knife is a thing in Channel 679. The description of the knife is "A sharp kitchen knife, perfect for dicing potatoes."
The cutting board is a supporter in Channel 679. The description of the cutting board is "A wooden cutting board, clean and ready for use."
The potato is a thing in Channel 679. The potato can be whole or diced. The potato is whole. The description of the potato is "A plump potato, ready to be diced."
The pitcher of water is a container in Channel 679. The description of the pitcher of water is "A clear pitcher filled with fresh water."
The cabinet is a closed openable container in Channel 679. The cabinet is unlocked.
Stove is a thing in Channel 679. The stove can be switched on. The description of the stove is "ooo hot."
The jar of salt is a thing. It is in the cabinet.
The jar of pepper is a thing. It is in the cabinet.
The recipe book is a thing in The Warehouse. The description of the recipe book is "The recipe reads: 'To make potato soup: (1) Dice the potato. (2) Add the potato and water to the pot. (3) Season with salt and pepper. (4) Stir. (5) Heat the soup.'"
The soup is a thing in the warehouse.
To decide whether all ingredients are in the pot:
if the diced potato is part of the pot and the pitcher of water is part of the pot and the jar of salt is part of the pot and the jar of pepper is part of the pot:
decide yes;
decide no.
Instead of examining the pot:
if the soup is part of the pot:
say "The pot contains a bubbling pot of potato soup.";
otherwise if the pot is full:
say "The pot is filled with ingredients, make sure to have them all before cooking.";
otherwise:
say "The pot is empty and waiting for ingredients."
Instead of cutting the potato:
if the potato is diced:
say "The potato is already diced.";
otherwise:
now the potato is diced;
say "You dice the potato into small chunks."
Instead of inserting the diced potato into the pot:
if the potato is whole:
say "You need to dice the potato first.";
otherwise:
move the potato to the pot;
now the pot is full;
say "You add the diced potato to the pot."
Instead of inserting the pitcher of water into the pot:
if the pitcher of water is part of the pot:
say "You already poured the water into the pot.";
otherwise:
move the pitcher of water to the pot;
now the pot is full;
say "You pour the water into the pot."
Instead of inserting the jar of salt into the pot:
if the jar of salt is part of the pot:
say "You have already added salt.";
otherwise:
move the jar of salt to the pot;
say "You sprinkle a pinch of salt into the pot."
Instead of inserting the jar of pepper into the pot:
if the jar of pepper is part of the pot:
say "You have already added pepper.";
otherwise:
move the jar of pepper to the pot;
say "You grind some black pepper into the pot."
Stirring is an action applying to one thing. Understand "stir [something]" as stirring.
Turning on is an action applying to one visible thing. Understand "turn on [something]" as turning on.
Check stirring:
if the noun is not the pot:
say "You can't stir that!" instead.
Carry out stirring:
say "You stir the ingredients together, mixing them well.";
Report stirring:
say "The pot looks well mixed now."
Instead of switching on the stove:
if all ingredients are in the pot:
move the soup to the pot;
say "You have made a potato in soup. Good job Rachel Ray, but this show is getting boring. Lets try something more... exciting";
now the player is in Channel 324;
otherwise:
say "You need to add and stir all the ingredients before heating the soup."
[Ogre Fight Code]
The ogre is a person in Channel 324. The defense-value of the ogre is 7. The health of the ogre is 80.
After attacking someone with:
if the ogre is in Channel 324:
ogre-counterattacks;
otherwise:
say "You beat the bitch.";
now the player is in Channel 146.
To ogre-counterattacks:
let ogre-attack-roll be a random number from 1 to 10;
if ogre-attack-roll > the defense-value of the player:
let ogre-damage be a random number from 8 to 15;
say "The ogre charges at you and deals [ogre-damage] damage!";
decrease the health of the player by ogre-damage;
if the health of the player is 0 or the health of the player is less than 0:
end the story saying "You have been defeated by the ogre!";
otherwise:
say "The ogre swings, but you dodge just in time!";
When play begins:
say "You face a goblin and an ogre. Prepare to attack!"
"iGriffith_RegularBad_Intro" by Isaiah Griffith
Rule for printing the banner text: do nothing
Use American dialect, brief room descriptions, and the serial comma.
When play begins:
say "Today is the day. The one you have been waiting for since your friend uttered those six magical words. 'It's cheaper if you buy two'. Waiting anxiously by your phone, you the text finally hits. You rush down to your front porch, grab the wrinkled, musty bag from your mailbox, and rush back up to your room being careful that no one in the house could spot you. You sit on your bed and rip into the package, revealing a small plastic card wrapped in tissue paper. Your fake I.D. is here."
[Rooms]
Your Bedroom is a room. "The epitomy of a teenage boys bedroom."
The Warehouse is a room.
Cousin Jed is a man in The Warehouse.
A bed is in your bedroom. A bed is scenery. The description of a bed is "A twin sized mattress fitted with a worn Lightning McQueen comforter and matching pillow cases."
A shelf is in your bedroom. A shelf is scenery. The description of shelf is "Full of pop culture memorabilia that you feel as though you've out grown, but can't quite bring yourself to get rid of."
A desk is in your bedroom. A desk is scenery. The description of desk is "Littered with papers, pens, glue, knick-knacks, wrappers, and anything else you could imagine. One wrong move and you'll never see your floor again."
The player carries fake ID.
\ No newline at end of file
This diff is collapsed.
"Street Portion" by Ben Jezewski
When play begins:
say "You're on the street now."
Chapter - Rules
MM is a man. MM is in Street. MM is undescribed. The description is "Using your $5 as a blanket, he's napping in the fold of your wallet. Equipped with an authentic Hawaiian shirt and khaki pants, he does everything full sized Michael does." The printed name of MM is "Mini-Michael Cera". Understand "Michael", "yelp", "strange sound", "Cera", "Mini-Michael" and "Mini-Michael Cera" as MM.
Talking to is an action applying to one visible thing. Understand "talk to [someone]" or “converse with [someone]” as talking to.
Fake ID is a thing. The player carries the Fake ID.
Sacrificing is an action applying to one visible thing. Understand "sacrifice [person]" as Sacrificing.
Chapter - Code
Street is a room. The description is "You find yourself on the street in front of your house. It looks fairly normal, however upon further inspection you notice that all the houses in the neighborhood are backwards - almost like they're mirrored. Even the stop sign is backwards."
Neighborhood is scenery in Street. The description is "You don't remember the houses looking backwards like that." Understand "houses" and "house" as Neighborhood.
Stop Sign is scenery in Street. The description is "potS". Understand "sign" as Stop Sign.
Instead of asking MM about "street":
say "'Do you hear that?' Mini-Michael Cera questions."
Instead of listening:
say "You listen to the sounds echoing through the air. A series of glass footsteps.[paragraph break]All of a sudden, a strange man appears.";
now King of the Streets is in Street.
King of the Streets is a man. The description is "A man with two left arms. Huh. Seems strange. You feel uneasy looking at him, as does Mini-Michael Cera." Understand "King" and "Man" as King of the Streets.
Instead of talking to King of the Streets:
say "'I AM KING OF THE STREETS' The being's voice booms towards you. Mini-Michael Cera lets out a yelp and hides in your pocket.[paragraph break]'Who are you?' You ask.[paragraph break]'Did you-' He looks around confused. 'Did you not hear what I just said? I AM KING OF THE STREETS!' He shouts again.[paragraph break]'Well, yes I did. But, who are you really?' You ask, fairly dumb-founded by the way he speaks.[paragraph break]'Enough of this! We are going to fight! I am here to conquer the right-handed world and make everything LEFT-HANDED!'[paragraph break]He positions himself in a fighting stance when suddenly, Cousin Henry appears.";
now Cousin Henry is in Street.
Cousin Henry is a man in Street. Cousin Henry is undescribed. The description is "Your weird cousin with epic powers." Understand "Henry" as Cousin Henry.
Instead of attacking King of the Streets:
say "You look at Cousin Henry then back at the King who still stares at you with anger. Suddenly, he charges at you. Mini-Michael Cera lets out a loud screech which startles the King despite still charging.[paragraph break]Cousin Henry quickly steps in and snaps his fingers. The King disappears into a monstrous black hole.";
now King of the Streets is nowhere.
Instead of talking to Cousin Henry:
say "You look at Henry after the black hole disperses. You can still hear the scream of the King ringing in your head.[paragraph break]'Thanks, Henry. I appreciate the help-' In the middle of your thanks, Henry snaps his fingers again, but this time towards you.[paragraph break]Without getting another word in, you feel your soul leave your body...";
now the player is in Liquor Store.
Liquor Store is a room. The description is "The TV spat you out into the liquor store down the street. There's hundreds - probably thousands - of different drinks to choose from. The cashier looks at you, his eyes filled with suspicion. You're unsure if he's suspicious that you're underage or confused as to how you just appeared.[paragraph break]You look around and spot the exact 12-pack of beer you want - Budweiser. Mini-Michael Cera is salivating with you."
Cashier is a man in Liquor Store. The description is "He's short and stubby resembling a thumb. His bald head is reflective and shiny and casts a glare into your eyes. He looks to be about 40 years old, but his Fortnite t-shirt makes you think that he still lives with his parents."
Drinks are scenery in the Liquor Store. The description is "Surrounding you is at least hundreds of different kinds of beer, seltzers, vodkas - anything imaginable."
Budweiser is a thing in Liquor Store. Budweiser is undescribed. Budweiser can be picked up. The description is "The bottles stare at you begging to be taken." Understand "beer" as Budweiser.
Instead of taking Budweiser:
say "You take the Budweiser off the shelf and walk over to the cashier. He looks at you waiting for you to speak first."
Instead of talking to Cashier:
say "'How goes it, my man.' You say with an awkward smile, trying to be confident. Mini-Michael Cera sighs in your pocket.[paragraph break]'It's going... That'll be $20 even. ID?' He asks as he slides the case across the scanner.'"
Instead of giving Fake ID to Cashier:
say "You hand the fake ID to the cashier. He looks at it, bends it, questions it. Your heart beats so loud you're worried that he might hear your nerves.[paragraph break]After another moment of questioning, he hands it back to you. You hand him a $20 bill out of your wallet and quickly get out of the store.[paragraph break]You stare once more at the Budweiser. It's begging to be drank."
Instead of drinking Budweiser:
say "You twist open the bottle and press your dry lips to the bitter taste of Budweiser. You feel the liquid fill your mouth and fall down your throat. It burns as it goes down but you continue drinking. Somehow the first bottle is gone without you even realizing. In just a moment's notice the second one is gone, then the third, then the fourth.[paragraph break]The entire pack is gone within 15 minutes. Your stomach has grown four sizes and you let out a monstrous belch. The world begins to spin and your head then hits the pavement. You should probably try to hide the beer before the cops come."
Include Basic Screen Effects by Emily Short.
Hiding is an action applying to one visible thing. Understand "hide [something]" as Hiding.
Instead of hiding Budweiser:
clear the screen;
say "You try to stand up but instead everything goes black and when you open your eyes again you find yourself in the Alch Dimension.";
now the player is in Alch Dimension;
now MM is in Alch Dimension.
Alch Dimension is a room. The description is "There are waterfalls of booze flowing in thin air, empty bottles of vodka on the ground, and the smell of beer hangs low in the air. Ahead of you, the Alch God appears waiting to be spoken to."
Alch God is a man in Alch Dimension. Alch God is undescribed. The description is "A towering being is the Alch God. However, they smell grotesquely of alcohol (which I suppose makes sense) and their eyes are crossed making them look drunk and walk even more drunkedly."
Instead of talking to Alch God:
say "'Why am I here, almighty Alch God?' You ask.[paragraph break]'My man... isn't it obvious? You drank a 12-pack of beer in eight minutes.' He said matter-of-factly.[paragraph break] Mini-Michael Cera laughs in your pocket. Suddenly, the Alch God switches his attention to Michael and says, 'Is that Michael Cera in your pocket there?'[paragraph break]'Yes, sir, It is.'[paragraph break]'I tell you what... If you sacrifice him for me, I will set you free. However, if you do not choose to sacrifice him, there will be extreme consequences...'[paragraph break]Michael Cera whimpers and looks up at you. You grab him and look at him filled with worry.[paragraph break]What is your decision?[paragraph break]Sacrifice Michael Cera or Attack the Alch God?"
Instead of Sacrificing MM:
end the story saying "Congratulations. You have sacrificed Mini-Michael Cera. I hope you feel good about yourself. The Alch God has placed you back in front of the liquor store where you passed out. Eventually the police came and arrested you for underage drinking. Without Mini-Michael, you have no way of escaping prison so you live in despair for the remainder of your life, rotting in a prison cell regretting your decision.[paragraph break]Again, I hope you're happy, because Mini-Michael Cera sure isn't. He's dead. You killed him. You're a murderous swine. I oughta-[paragraph break][paragraph break][paragraph break]Apologies, I seem to have gotten carried away. But, really? Why would you murder such a precious soul such as Mini-Michael? I just don't understand. I'm really disappointed in you, the player, for doing that. I mean, why would you even consider consuming the alcohol underage and seeing the Alch God? If I were you, I'd be ashamed.[paragraph break]Thanks for playing, I guess. I'll never forget what you did."
Instead of attacking Alch God:
clear the screen;
say "I thought you might do that...";
now the player is in Space;
now MM is in Space.
Space is a room.
Every turn when player is in Space:
end the story saying "Michael Cera is dead. Attacking the Alch God was a horrible decision that got him killed. Now, you simply float through space. Nothing is around you, not a planet, nor a star. You just exist on a dark canvas.[paragraph break]I hope you're happy, player. I hope you realize that there is nothing else you can do. All your actions, all your decisions, all of your meaningless contemplations have led you to this point. A void. A vast nothingness of which you can paint your imagination on. But, knowing you, you will probably paint that canvas with more of what it is made up of: a simple nothing.[paragraph break]Thanks for playing, I guess. I hope you enjoy the nothingness."
\ No newline at end of file
This diff is collapsed.
"Combat System with Counterattack" by Isaiah Griffith
The Arena is a room. "You are in the arena, ready for battle."
A person has a number called defense-value. The defense-value of a person is usually 5.
The player has a number called health. The health of the player is 100.
The player carries a weapon. The weapon has a number called damage-value. The damage-value of the weapon is usually 10.
A person has a number called health. The health of a person is usually 100.
The goblin is a person in the Arena. The defense-value of the goblin is 3. The health of the goblin is 50.
The ogre is a person in the Arena. The defense-value of the ogre is 7. The health of the ogre is 80.
Attacking someone with is an action applying to one visible thing and one carried thing.
Understand "attack [someone] with [something]" as attacking someone with.
Checking health is an action without any visible thing.
Understand "check health" as checking health.
Carry out checking health:
say "You have [health of the player] health remaining.";
Carry out attacking someone with:
if the noun is not a person:
say "You can't attack that!";
otherwise:
let target be the noun;
let attack-roll be a random number from 1 to 10;
say "You roll [attack-roll] to hit [target].";
if attack-roll > the defense-value of the target:
say "Hit! You deal [damage-value of the second noun] damage.";
decrease the health of the target by the damage-value of the second noun;
if the health of the target is 0 or the health of the target is less than 0:
say "[The target] has been defeated!";
remove the target from play;
otherwise:
say "[The target] dodges your attack!";
After attacking someone with:
if the goblin is in the Arena:
goblin-counterattacks;
if the ogre is in the Arena:
ogre-counterattacks;
To goblin-counterattacks:
let goblin-attack-roll be a random number from 1 to 10;
if goblin-attack-roll > the defense-value of the player:
let goblin-damage be a random number from 5 to 10;
say "The goblin strikes back and deals [goblin-damage] damage to you!";
decrease the health of the player by goblin-damage;
if the health of the player is 0 or the health of the player is less than 0:
end the story saying "You have been defeated by the goblin!";
otherwise:
say "The goblin tries to hit you, but misses!";
To ogre-counterattacks:
let ogre-attack-roll be a random number from 1 to 10;
if ogre-attack-roll > the defense-value of the player:
let ogre-damage be a random number from 8 to 15;
say "The ogre charges at you and deals [ogre-damage] damage!";
decrease the health of the player by ogre-damage;
if the health of the player is 0 or the health of the player is less than 0:
end the story saying "You have been defeated by the ogre!";
otherwise:
say "The ogre swings, but you dodge just in time!";
When play begins:
say "You face a goblin and an ogre. Prepare to attack!"
"counterExample" by Isaiah Griffith
The Crypt Hallway Section 1 is a room. "You decend down a small staircase deeper into the crypt. Eventually, you come across a large chamber with a about a foot of water covering the ground. There are two archways on your left and right that lead to what you presume to be more tombs. Attached to the wall at the front of the room stands a 10 foot tall bronze kraken statue. Its mouth is agape with water pouring from it. Its head houses two eye sockets, dark caverns that kraken seem both lifeless and staring at you."
The Kraken head is a container in the Crypt Hallway Section 1. The description is "The two eye sockets seem a reasoable size to put somethin in them."
The red jewel is a thing in The Crypt Hallway Section 1.
Instead of examining the red jewel:
say "A large red jewel... Christopher would have loved this."
The blue jewel is a thing in The Crypt Hallway Section 1.
Instead of examining the blue jewel:
say "A large blue jewel. A reasonable size to put in something."
The red jewel counter is a number that varies. The red jewel counter is 2. [ Start with 1 red jewel ]
The blue jewel counter is a number that varies. The blue jewel counter is 2. [ Start with 1 blue jewel ]
The kraken's mouth is a door. The kraken's mouth is locked. The kraken's mouth is closed. The description is "The beak of the kraken is open, with a water fall pouring our of the mouth."
Instead of examining the kraken's mouth:
say "the mouth almost looks like a doorway... but how do I open it?"
The kraken's mouth is west of the Crypt Hallway Section 1. The kraken's mouth is east of the Crypt Hallway Section 2.
Instead of examining the Crypt Hallway Section 1:
if the red jewel counter < 1 or the blue jewel counter < 1:
say "You notice the Kraken and its gleaming jewels. The tentacles are watching you warily.";
otherwise:
say "You notice the Kraken and its gleaming jewels. It seems calm for now.";
Instead of taking the red jewel:
if the red jewel counter < 2:
say "You can't take that; it's already gone.";
otherwise:
decrease the red jewel counter by 1;
say "You take the red jewel.";
now the player carries the red jewel.
Instead of taking the blue jewel:
if the blue jewel counter < 2:
say "You can't take that; it's already gone.";
otherwise:
decrease the blue jewel counter by 1;
say "You take the blue jewel.";
now the player carries the blue jewel.
Instead of inserting the red jewel into the Kraken head:
if the red jewel counter is 1:
say "You place the red jewel in the socket of the Kraken's head.";
decrease the red jewel counter by 1; [ Decrease to indicate it's placed ]
now the red jewel is in the Kraken head; [ Move the jewel into the Kraken head ]
check both jewels in the Kraken head; [ Check if both jewels are placed ]
now the red jewel is in the Crypt Hallway Section 1;
otherwise:
say "You have no red jewel to place.";
Instead of inserting the blue jewel into the Kraken head:
if the blue jewel counter is 1:
say "You place the blue jewel in the socket of the Kraken's head.";
decrease the blue jewel counter by 1; [ Decrease to indicate it's placed ]
now the blue jewel is in the Kraken head; [ Move the jewel into the Kraken head ]
check both jewels in the Kraken head; [ Check if both jewels are placed ]
now the blue jewel is in the Crypt Hallway Section 1;
otherwise:
say "You have no blue jewel to place.";
Instead of removing the red jewel from the Kraken head:
if the red jewel is in the Kraken head:
increase the red jewel counter by 1; [ Increase to indicate it's removed ]
say "You remove the red jewel from the Kraken's head.";
now the player carries the red jewel;
otherwise:
say "You can't remove that; it wasn't placed there.";
Instead of removing the blue jewel from the Kraken head:
if the blue jewel is in the Kraken head:
increase the blue jewel counter by 1; [ Increase to indicate it's removed ]
say "You remove the blue jewel from the Kraken's head.";
now the player carries the blue jewel;
otherwise:
say "You can't remove that; it wasn't placed there.";
To check both jewels in the Kraken head:
if the red jewel counter is 0 and the blue jewel counter is 0: [ Check for 0, meaning both are placed ]
say "Both jewels are in place. The mouth of the great kraken statue fills with water and then decends into the ground revealing another section of the crypt.";
now the kraken's mouth is open; [ Action for the door ]
now the kraken's mouth is unlocked; [ Action for unlocking the door ]
\ No newline at end of file