78d569e0-d5fe-4b3e-9e3b-584f2b3835f50.12014falsefalsefalsefalseMediumToughfalsefalsefalsefalseSimulationWith no body looking for survivors it is up to you to survive. How many days will you survive on the Island? Use your knowledge to craft and build from resources around the Island, use traps to capture animals and fire to cook them with. Use campfires and get creative to make you a water container to boil some water to drink, also use the campfires and cabin to reduce you exposer to the elements.]]>Michael OldhamHelp-Castaway.jpg0.3falseExposed3421player
if (game.pov.parent = basic campfire) {
if (basic campfire.lightsource = True) {
play sound ("large_fire_burning.mp3", false, true)
}
}
1Look atDropfalse"You have" + iron scrap.volume + "scrap pieces."1false20Look atDrop
if (Contains (canteen,water)) {
}
0
if (Got(this)) {
msg ("You have" + stick.volume + "sticks left.")
}
else {
picture ("stick.jpg")
}
stickmenu = NewStringList()
list add (stickmenu, "handle")
list add (stickmenu, "sharpened sticks")
list add (stickmenu, "torch")
list add (stickmenu, "tent frame")
ShowMenu ("What would you like to craft?", stickmenu, true) {
if (result="handle") {
handle crafting
}
if (result="torch") {
torch crafting
}
if (result="tent frame") {
tent frame crafting
}
else if (result="sharpened sticks") {
}
}
Look atDrop1
msg ("You have" + leaves.volume + "leaves.")
5Look atDrop= 4) {
DecreaseObjectCounter (this, "health")
play sound ("tree_branch_fall_on_leaves_and_twigs.mp3", true, false)
adding leaves
}
else if (GetInt(this, "health") <= 3) {
play sound ("hammer_hitting_nail_into_wood.mp3", true, false)
DecreaseObjectCounter (this, "health")
DecreaseObjectCounter (stone axe, "weapon health")
}
}
else if (not Got(stone axe)) {
msg ("Ok so I chop this with my hands?")
}
if (GetInt(this, "health") <= 0) {
adding trunks
tree health value
}
]]>1Look atDrop"You have" + flint.volume + "pieces of flint."Look atDrop0"You have" + coal.volume + "pieces of coal."
MoveObject (coal, stash)
adding coal pieces
if (Got(stone knife)) {
play sound ("", true, false)
}
msg ("You have" + bamboo stalks.volume + "bamboo stalks left.")
0
msg ("You have" + drinking water.volume + "liters of water.")
0"You have" + feathers.volume + "feathers left."storage chestLook atDropfalseMultiple sticks tied together in a frame ready to have a cover around it.There is a tent frame sitting here, some cloth and you could have a shelter.= 3) {
MoveObject (canvas, stash)
rope.volume = rope.volume - 3
nomore rope
MoveObject (tent frame, stash)
MoveObjectHere (tent)
msg ("Very nice now you have a homestead.")
}
else if (GetInt(rope, "volume") < 3) {
msg ("Not going to tie any thing don with that little bit of rope.")
}
}
else if (not Got(rope)) {
msg ("Helps to have some thing to tie canvas down with.")
}
}
else if (not Got(canvas)) {
msg ("You need a canvas to tie down around the frame, best bet is some sort of cloth.")
}
]]>Look atDrop"You have" + handle.volume + "handles left."= 3) {
rope.volume = rope.volume - 3
MoveObject (handle, stash)
AddToInventory (man catcher)
nomore rope
msg ("Man catcher crafted now you have a way to tie up that stone for a makeshift hatchet.")
}
else if (GetInt(rope, "volume") < 3) {
msg ("If you had more rope you could craft a man catcher.")
}
}
else if (not Got(rope)) {
msg ("Helps to have some rope to make a mancatcher.")
}
}
else if (not Got(handle)) {
msg ("Would be nice if you had some sort of a handle to craft this.")
}
]]>false95015Look atDropDropLook At5
frame crafting
msg ("You have " + wood frame.volume + "frames.")
wood_frame_upgrade
20
msg ("You have " + wood wall.volume + "sections of wall.")
2525Look atDrop
wood_frame_upgrade_1
60Look atDrop= 4) {
MoveObject (fortified wood 1, stash)
play sound ("hammer_hitting_nail_into_wood.mp3", true, false)
DecreaseObjectCounter (planks, "volume")
DecreaseObjectCounter (planks, "volume")
DecreaseObjectCounter (planks, "volume")
DecreaseObjectCounter (planks, "volume")
MoveObjectHere (crafting table)
msg ("Now you have many more craftable items you can make. Note only 1 craft table maybe made at any given time.")
}
else if (GetInt(planks, "volume") < 4) {
msg ("You need more planks to craft this table.")
}
}
else if (not Got(planks)) {
msg ("You need to get some planks before you start this craft.")
}
]]>3false
msg ("You have " + planks.volume + "planks of wood.")
plank crafting
303100falsefalsefalse1-1Look atDrop
play sound ("hammer_hitting_nail_into_wood.mp3", true, false)
msg ("You build a nice little cabin from the resources you gathered.")
"You have" + sharp sticks.volume + "sharp sticks left."falsefalse20You know nomore water can fit in there.3Look atTakeLook atDrop
if (pond.room = game.pov.room) {
adding drinking water
}
else {
msg ("Fill it with what? Grass?")
}
= 5) {
play sound ("drink_slurp_from_cup_001.mp3", true, false)
DecreaseObjectCounter (drinking water, "volume")
DecreaseObjectCounter (drinking water, "volume")
DecreaseObjectCounter (drinking water, "volume")
DecreaseObjectCounter (drinking water, "volume")
DecreaseObjectCounter (drinking water, "volume")
IncreaseObjectCounter (player, "Thirst")
IncreaseObjectCounter (player, "Thirst")
IncreaseObjectCounter (player, "Thirst")
nomore drinking water
}
}
]]>
picture ("bamboo cup.jpg")
msg ("Its a decently crafted cuo out of bamboo.")
0false
if (Got(tree trunks)) {
trunk crafting
}
else if (not Got(tree trunks)) {
msg ("You must have in inventory to craft.")
}
msg ("You have " + tree trunks.volume + "trunks left.")
false201508false20falseLook atDrop Use (put item in storage chest) as command to store items.]]>
play sound ("1103114_SOUNDDOGS__ch.mp3", true, false)
play sound ("320915_SOUNDDOGS__ch.mp3", true, false)
SetObjectFlagOn (storage chest, "placed")
MoveObject (arrows, storage chest)
msg ("Arrows moved!")
MoveObject (feathers, storage chest)
msg ("Feathers moved!")
MoveObject (bamboo cup, storage chest)
msg ("Bamboo cup moved!")
MoveObject (bamboo stalks, storage chest)
msg ("Bamboo stalks moved!")
MoveObject (boar meat, storage chest)
msg ("Boar meat moved!")
MoveObject (bow, storage chest)
msg ("Bow moved!")
MoveObject (cloth, storage chest)
msg ("Cloth moved!")
MoveObject (coal pieces, storage chest)
msg ("Coal pieces moved!")
MoveObject (coffee, storage chest)
msg ("Coffee moved!")
MoveObject (coffee beans, storage chest)
msg ("Coffee beans moved!")
MoveObject (cross bow, storage chest)
msg ("Crossbow moved!")
MoveObject (deer meat, storage chest)
msg ("Deer meat moved!")
MoveObject (deer steak, storage chest)
msg ("Deer steaks moved!")
MoveObject (dutch oven, storage chest)
msg ("Dutch oven moved!")
MoveObject (eggs, storage chest)
msg ("Eggs moved!")
MoveObject (fish, storage chest)
msg ("Fish moved!")
MoveObject (flint, storage chest)
msg ("Flint moved!")
MoveObject (grill, storage chest)
msg ("Grill moved!")
MoveObject (rock, storage chest)
msg ("Rock moved!")
MoveObject (rock1, storage chest)
msg ("Rock moved!")
MoveObject (rock2, storage chest)
msg ("Rock moved!")
MoveObject (rock3, storage chest)
msg ("Rock moved!")
25Look atDropA crafting table sits in here.work benchLook at
picture ("craft table.jpg")
msg ("A very decent little crafting table.")
falsestrong5
ignitemenu = NewStringList()
list add (ignitemenu, "flint and steel")
list add (ignitemenu, "sticks and leaves")
list add (ignitemenu, "sticks and coal")
ShowMenu ("Ignite with what?", ignitemenu, true) {
if (result="sticks and leaves") {
sticks_leaves fire
}
else if (result="sticks and coal") {
sticks_coal fire
}
else if (result="flint and steel") {
flint_steel fire
}
}
if (basic campfire.lightsource = True) {
msg ("Fire is lit add fuel to keep fire going.")
}
cookmenu = NewStringList()
list add (cookmenu, "meat")
list add (cookmenu, "liquid")
ShowMenu ("What are you cooking?", cookmenu, true) {
if (result="meat") {
}
else if (result="liquid") {
}
}
I bet more wood and a fire starter would get this pit back to life!")
}
]]>4
if (Got(arrows)) {
if (Got(bow)) {
if (RandomChance(30)) {
DisableTurnScript (rabbitmoves)
set (rabbit, "dead", True)
}
else {
msg ("You missed maybe next time.")
}
}
}
if (Got(arrows)) {
if (Got(bow)) {
if (RandomChance(30)) {
DisableTurnScript (rabbitmoves1)
}
else {
msg ("You missed maybe next time.")
}
}
}
if (Got(arrows)) {
if (Got(bow)) {
if (RandomChance(30)) {
DisableTurnScript (deermoves)
set (deer, "dead", True)
}
else {
msg ("You missed maybe next time.")
}
}
}
if (Got(arrows)) {
if (Got(bow)) {
if (RandomChance(30)) {
DisableTurnScript (deermoves1)
set (deer1, "dead", True)
}
else {
msg ("You missed maybe next time.")
}
}
}
2"You have" + arrows.volume + "arrows left."Look atDrop4
if (ListContains(ScopeVisible(), fish)) {
if (RandomChance(75)) {
set (fish, "dead", True)
MoveObject (fish, spear)
}
}
25DropLook at3Bet you wish it was an actual axe.")
]]>false100
if (not Got(drop trap)) {
set (drop trap, "set trap", True)
EnableTurnScript (trapset)
msg ("Trap is set.")
}
else if (Got(drop trap)) {
msg ("Helps to sit the trap down first.")
}
= 10) {
MoveObject (pit, stash)
MoveObjectHere (camo pit trap)
}
else if (GetInt(leaves, "volume") > 10) {
msg ("You need more leaves to cover the pit.")
}
}
else if (not Got(leaves)) {
msg ("Helps to have some foliage for a natural ground cover.")
}
]]>
if (Got(pit spikes)) {
MoveObject (pit spikes, stash)
MoveObject (hole, stash)
MoveObjectHere (pit)
}
falsefalsefalse
if (Got(box trap)) {
msg ("You need to place the trap first then set the trap.")
}
else if (not Got(box trap)) {
HelperOpenObject (box trap)
set (box trap, "trapset", True)
box trap setting
msg ("You set the trap check back to see if you caught something.")
}
if (box trap.trapset = True) {
picture ("trap set.jpg")
}
else if (Contains (box trap,deer)) {
picture ("deer caught trap.jpg")
}
else if (Contains (box trap,deer1)) {
picture ("deer caught trap.jpg")
}
else if (box trap.trapset = False) {
if (not Contains (box trap,deer)) {
picture ("trap set.jpg")
}
else if (not Contains (box trap,deer1)) {
picture ("trap set.jpg")
}
}
false110
ovenmenu = NewStringList()
list add (ovenmenu, "deer meat ")
list add (ovenmenu, "rabbit meat")
list add (ovenmenu, "boar meat")
list add (ovenmenu, "eggs")
list add (ovenmenu, "bacon and eggs")
list add (ovenmenu, "boil water")
list add (ovenmenu, "tea")
list add (ovenmenu, "coffee")
ShowMenu ("What would you like to cook", craftmenu, true) {
if (result="deer meat") {
cooking meat
}
if (result="tea") {
tool crafting
}
if (result="coffee") {
shelter crafting
}
if (result="boar meat") {
cooking meat
}
if (result="bacon and eggs") {
food_drinks crafting
}
if (result="eggs") {
trap crafting
}
if (result="rabbit meat") {
cooking meat
}
if (result="boil water") {
}
}
1weakLook atDrop0
msg ("You have " + sharp stone.volume + ".")
if (Got(sharp stone)) {
play sound ("shovelling_gravel.mp3", true, false)
MoveObjectHere (hole)
}
= 1) {
DecreaseObjectCounter (sharp stone, "volume")
MoveObject (man catcher, stash)
AddToInventory (stone axe)
nomore sharp stones
}
]]>Look atDrop
msg ("You have" + rope.volume + "feet of rope.")
10
forgemenu = NewStringList()
list add (forgemenu, "shovel head")
list add (forgemenu, "garden hoe bit")
list add (forgemenu, "hammer head")
list add (forgemenu, "steel")
ShowMenu ("choose a item to forge.", forgemenu, true) {
if (result="shovel head") {
}
else if (result="hammer head") {
}
else if (result="garden hoe bit") {
}
else if (result="steel") {
}
}
0= 1) {
adding rope
}
else if (GetInt(plant fiber, "volume") < 1) {
msg ("You need more fibers before making rope.")
}
}
else if (not Got(plant fiber)) {
msg ("You need to have a plant fiber before you can craft a item.")
}
]]>
msg ("You have " + plant fiber.volume + "left.")
Look atDrop
msg ("You have" + cloth.volume + "pieces of cloth.")
Look atDrop10Look atDrop10falsefalseLook atTake
create exit ("in tent", game.pov.parent, tent)
firsttime {
create exit ("out of tent.", tent, tent.parent)
EnableTimer (exposed tent)
}
otherwise {
EnableTimer (exposed tent)
msg ("Good to be out of the elements.")
}
DisableTimer (exposed tent)
EnableTimer (Exposer meter)
msg ("Like the woods I see!")
firsttime {
msg ("Nice a tent beats the hell out of sleeping outside.")
create exit ("in tent", game.pov.parent, tent)
}
otherwise {
msg ("Good place to go get out of the elements.")
}
Look atDropwoodsfalseYou are in the22
play sound ("forest_ambience.mp3", false, false)
false1A small pile of rocks are cluddered along the forest floor.Look atDropfalsefalsethere are somehererockYou might to to sharpen it up a little.")
]]>
if (not Got(this)) {
msg ("You have to pick the rock up before you can sharpen it.")
}
else if (Got(this)) {
rock crafting
MoveObject (this, stash)
}
55
if (not this.isopen) {
HelperOpenObject (this)
SetTimeout (5) {
HelperCloseObject (this)
}
}
else {
}
Look atBranches hang over blocking some field of view. Great source of wood you think to your self.
if (Got(stone axe)) {
DecreaseObjectCounter (this, "health")
play sound ("axe_chop_wood_007.mp3", true, false)
adding leaves
switch (GetRandomInt (1, 3)) {
case (1) {
msg ("Swinging at the tree bark flies off and hits the ground.")
}
case (2) {
msg ("Shaking the tree with that swing, leaves fall all around you.")
}
case (3) {
msg ("Wishing you had more then a crafted stone axe to chop this tree down.")
}
}
}
if (not Got(stone axe)) {
msg ("With what my bare hands?")
}
if (GetInt(this, "health") = 0) {
msg ("TIMBER!")
play sound ("tree_fall_down.mp3", true, false)
MoveObject (tris, stash)
MoveObjectHere (fallen tree)
msg ("Crap! Now you have to cut this up too?")
}
MakeObjectVisible (bird nest)
MakeObjectInvisible (bird nest)
false210falseLook atIts a birds nest, bird droppings remain on some branches.
firsttime {
nest loot
}
otherwise {
msg ("You have searched this already.")
}
120100HealthHungerThirstExposerWoundedDays Survived20256false201000craftcraft"You can't craft " + object.article + "."combinecombine"You can't combine " + object.article + "."chopchop"You can't chop " + object.article + "."You are in thewoodsfalse22
play sound ("forest_ambience.mp3", false, false)
CloneObjectAndMove (rock, woods)
CloneObjectAndMove (tree, woods)
CloneObjectAndMove (grass, woods)
upgradeupgrade"You can't upgrade " + object.article + "."resourceresource"You can't resource " + object.article + "."minebouldermine boulder"You can't mine boulder " + object.article + "."igniteignite"You can't ignite " + object.article + "."addwoodadd wood"You can't add wood " + object.article + "."forgeforge"You can't forge " + object.article + "."false22woods
play sound ("forest_ambience.mp3", false, false)
CloneObjectAndMove (rock, woods1)
CloneObjectAndMove (tree, woods1)
CloneObjectAndMove (boulder, woods1)
CloneObjectAndMove (bush, woods1)
22woods
play sound ("forest_ambience.mp3", false, false)
CloneObjectAndMove (rock, woods2)
CloneObjectAndMove (tree, woods2)
CloneObjectAndMove (grass, woods2)
22woods
play sound ("forest_ambience.mp3", false, false)
CloneObjectAndMove (rock, woods3)
CloneObjectAndMove (bush, woods3)
CloneObjectAndMove (tree, woods3)
CloneObjectAndMove (bamboo, woods3)
hunting grounds60falsefalsefalseLook at8false
if (drop trap.isopen) {
}
if (Got(stone knife)) {
if (game.pov.parent = crafting table) {
MoveObject (deer, stash)
adding deer meat
}
else if (not game.pov.parent = crafting table) {
msg ("You need a crafting table before you can skin the deer.")
}
}
else if (not Got(stone knife)) {
msg ("Need something to cut into the hide!")
}
if (deer.dead = True) {
AddToInventory (deer)
}
else if (deer.dead = False) {
msg ("You have to kill or trap it first.")
}
22woods
CloneObjectAndMove (boulder, woods4)
CloneObjectAndMove (tree, woods4)
CloneObjectAndMove (grass, woods4)
1530
picture ("bushes.jpg")
msg ("It's a mass of bushes, bet you could use some of them as sticks.")
falseLook atLook atfalseHopfully yo will see some fish.
play sound ("footsteps_in_water_2.mp3", false, false)
HelperOpenObject (pond)
if (ListContains(ScopeVisible(), fish)) {
picture ("pond with fish.jpg")
}
else {
picture ("pond.jpg")
}
if (not Got(fish)) {
if (RandomChance(50)) {
MakeObjectVisible (fish)
msg ("Oh a fish better try and catch it quick before it gets away.")
}
else {
MakeObjectInvisible (fish)
msg ("It's a little murky right now, try later when it clears up.")
}
}
EnableTimer (pond fish timer)
Gonna eat it raw or cook it up?")
}
]]>falsefalseLook atDrop2
if (fish.dead = True) {
AddToInventory (fish)
}
else if (fish.dead = False) {
msg ("You have to kill or trap it first.")
}
if (Got(fish)) {
play sound ("Smack Lips-SoundBible.com-411304180.mp3", true, false)
MoveObject (fish, pond)
IncreaseObjectCounter (player, "Hunger")
IncreaseObjectCounter (player, "Hunger")
IncreaseObjectCounter (player, "Hunger")
IncreaseObjectCounter (player, "Thrist")
msg ("Mmmm sushi is delisious!")
}
else if (not Got(fish)) {
if (fish.dead = True) {
msg ("It helps to pick it up.")
}
else if (fish.dead = False) {
msg ("Helps to catch the fish first.")
}
}
0Look atDrop
play sound ("drink_slurp_from_cup_001.mp3", false, false)
IncreaseObjectCounter (player, "Thirst")
IncreaseObjectCounter (player, "Thirst")
DecreaseObjectCounter (player, "Health")
msg ("\"Little unsettling but not bad.\"")
3bamboo
if (Got(stone axe)) {
play sound ("1146958_SOUNDDOGS__ba.mp3", true, false)
DecreaseObjectCounter (this, "health")
}
if (not Got(stone axe)) {
msg ("With what my bare hands?")
}
if (GetInt(this, "health") = 0) {
msg ("TIMBER!")
play sound ("tree_fall_down.mp3", true, false)
MoveObject (this, stash)
adding bamboo stalks
}
22woods
play sound ("forest_ambience.mp3", false, false)
CloneObjectAndMove (bamboo, woods5)
CloneObjectAndMove (rock, woods5)
CloneObjectAndMove (grass, woods5)
6falseLook atDropwhich can be used in different ways.")
}
]]>
picture ("boulder.png")
msg ("A huge boulder sits in between the mass of trees.")
22woods
CloneObjectAndMove (tree, woods6)
CloneObjectAndMove (grass, woods6)
CloneObjectAndMove (bamboo, woods6)
deer5025falsehunting grounds 1
if (Got(stone knife)) {
if (game.pov.parent = crafting table) {
MoveObject (deer1, stash)
adding deer meat
}
else if (not game.pov.parent = crafting table) {
msg ("You need a crafting table before you can skin the deer.")
}
}
else if (not Got(stone knife)) {
msg ("Need something to cut into the hide!")
}
if (deer1.dead = True) {
AddToInventory (deer1)
}
else if (deer1.dead = False) {
msg ("You have to kill or trap it first.")
}
22woods
play sound ("forest_ambience.mp3", false, false)
CloneObjectAndMove (tree, woods7)
2falseDropLook atTakeDropped grass.2falsebundle of to the side 0) {
msg ("You must break it down before taking.")
}
]]> 0) {
DecreaseObjectCounter (this, "health")
play sound ("punch_or_whack_-Vladimir-403040765.wav", true, false)
msg ("Pulling at the grass you realize it tougher then you thought. Bet you can make some good matiral with this.")
}
}
if (GetInt(this, "health") <= 0) {
set (this, "destroied", True)
firsttime {
msg ("
You pull the last strand up panting a little, thought pulling grasswouln't ware you out.")
}
otherwise {
msg ("You pulled them already, now its time to take them it could make for some good material.")
}
}
]]>
if (not Got(grass)) {
msg ("You must take item first.")
}
if (Got(grass)) {
RemoveObject (grass)
AddToInventory (plant fiber)
}
if (not Got(this)) {
msg ("You can't do any thing if you don't pick it up first.")
}
else if (Got(this)) {
adding plant fibers
MoveObject (this, stash)
}
95Look atDropfalsehunting grounds 1
if (Got(stone knife)) {
if (game.pov.parent = crafting table) {
MoveObject (rabbit, stash)
adding rabbit meat
}
else if (not game.pov.parent = crafting table) {
msg ("You need a crafting table before you can skin the rabbit.")
}
}
else if (not Got(stone knife)) {
msg ("Need something to cut into the hide!")
}
if (rabbit.dead = True) {
AddToInventory (rabbit)
}
else if (rabbit.dead = False) {
msg ("You have to kill or trap it first.")
}
22falsewoods
play sound ("forest_ambience.mp3", false, false)
CloneObjectAndMove (tree, woods9)
Looking in this direction still seems point less just more grass and woods.22woods
play sound ("forest_ambience.mp3", false, false)
22woodspond
play sound ("footsteps_in_water_2.mp3", true, false)
water
play sound ("drink_slurp_from_cup_001.mp3", true, false)
IncreaseObjectCounter (player, "Thirst")
IncreaseObjectCounter (player, "Thirst")
msg ("Oh thats not gonna settle well.")
EnableTimer (posined timer)
SetTimeout (29) {
DisableTimer (posined timer)
msg ("\" Oh I think my stomach is settling a little.\"")
}
switch (GetRandomInt (1, 3)) {
case (1) {
msg ("\"Oh God thats nasty water I don't think its safe to drink.\"")
}
case (2) {
msg ("\"Water looks pretty rank!\"")
}
case (3) {
msg ("\"Oh man what's that smell?\"")
}
default {
MakeObjectVisible (dead fish)
}
}
22woods
play sound ("forest_ambience.mp3", false, false)
95Look atDropfalserabbithunting grounds 2
if (Got(stone knife)) {
if (game.pov.parent = crafting table) {
MoveObject (rabbit1, stash)
adding rabbit meat
}
else if (not game.pov.parent = crafting table) {
msg ("You need a crafting table before you can skin the rabbit.")
}
}
else if (not Got(stone knife)) {
msg ("Need something to cut into the hide!")
}
if (rabbit.dead = True) {
AddToInventory (rabbit)
}
else if (rabbit.dead = False) {
msg ("You have to kill or trap it first.")
}
22woods22
play sound ("forest_ambience.mp3", false, false)
222222setset"You can't set " + object.article + "."skinskin"You can't skin " + object.article + "."cookcook"You can't cook " + object.article + "."shootshoot"You can't shoot " + object.article + "."spearfishspear fish"You can't spear fish " + object.article + "."spikepitspike pit"You can't spike pit " + object.article + "."camoflaugecamoflauge"You can't camoflauge " + object.article + "."digdig"You can't dig " + object.article + "."settrapset trap"You can't set trap " + object.article + "."fillwithwaterfill with water"You can't fill with water " + object.article + "."addtochestadd to chest"You can't add to chest " + object.article + "."sharpensharpen"You can't sharpen " + object.article + "."makeropemake rope"You can't make rope " + object.article + "."0false0false0a chunk falls off leaving a perfect hatchet shaped blade, now to find a way to tie it to a handle.")
}
else if (Got(sharp stone)) {
IncreaseObjectCounter (sharp stone, "volume")
msg ("Pounding on the side of the boulder for a few seconds a chunk falls off leaving a perfect hatchet shaped blade, now to find a way to tie it to a handle.")
}
}
]]>= 1) {
if (Got(planks)) {
planks.volume = planks.volume + 3
}
else if (not Got(planks)) {
AddToInventory (planks)
}
DecreaseObjectCounter (tree trunks, "volume")
}
if (GetInt(tree trunks, "volume") <= 0) {
MoveObject (tree trunks, stash)
}
]]>= 4) {
if (Got(wood frame)) {
IncreaseObjectCounter (wood frame, "volume")
}
else if (not Got(wood frame)) {
IncreaseObjectCounter (wood frame, "volume")
AddToInventory (wood frame)
}
planks.volume = planks.volume - 4
msg ("Wood Frame crafted!")
}
else if (GetInt(planks, "volume") < 4) {
msg ("You need more planks before you can craft.")
}
}
else if (result="stick") {
if (GetInt(planks, "volume") >= 1) {
DecreaseObjectCounter (planks, "volume")
adding sticks
msg ("Stick crafted!")
}
else if (GetInt(planks, "volume") < 1) {
msg ("All out of planks.")
}
}
else if (result="basic campfire") {
if (GetInt(planks, "volume") >= 3) {
if (Got(sharp stone)) {
planks.volume = planks.volume - 3
DecreaseObjectCounter (sharp stone, "volume")
MoveObjectHere (basic campfire)
msg ("Ahhhh a campfire now you have ways to cook, boil water and stay warm. Just make sure your near the fire our you won't stay warm!")
nomore sharp stones
}
else if (not Got(sharp stone)) {
msg ("You have no stones to incase the fire.")
}
}
else if (GetInt(planks, "volume") < 3) {
msg ("You need more planks before you can craft a campfire.")
}
}
else if (result="storage chest") {
storage chest crafting
}
}
nomore planks
]]>= 20) {
if (not Got(wood wall)) {
AddToInventory (wood wall)
}
else if (Got(wood wall)) {
IncreaseObjectCounter (wood wall, "volume")
}
wood frame.volume = wood frame.volume - 20
}
else if (GetInt(wood frame, "volume") < 20) {
msg ("You need more frames before crafting that.")
}
nomore frames
]]>= 0) {
tree trunks.volume = tree trunks.volume + 5
MoveObjectHere (tree trunks)
}
}
MoveObject (fallen tree, stash)
]]>
toolsmenu = NewStringList()
list add (toolsmenu, "shovel")
list add (toolsmenu, "cloth")
list add (toolsmenu, "hammer")
list add (toolsmenu, "forge")
list add (toolsmenu, "gardening hoe")
list add (toolsmenu, "flint and steel")
ShowMenu ("choose an item to craft.", toolsmenu, true) {
if (result="shovel") {
}
else if (result="hammer") {
}
else if (result="forge") {
}
else if (result="gardening hoe") {
}
else if (result="flint and steel") {
combine flint_steel
}
else if (result="cloth") {
adding cloth
}
}
sheltermenu = NewStringList()
list add (sheltermenu, "teepee")
list add (sheltermenu, "tent")
list add (sheltermenu, "small cabin")
list add (sheltermenu, "cabin")
list add (sheltermenu, "large cabin")
ShowMenu ("choose a shelter to craft.", sheltermenu, true) {
if (result="teepee") {
}
else if (result="tent") {
}
else if (result="small cabin") {
}
else if (result="cabin") {
}
else if (result="large cabin") {
}
}
food_drinkmenu = NewStringList()
list add (food_drinkmenu, "tea")
list add (food_drinkmenu, "grilled rabbit")
list add (food_drinkmenu, "grilled venison")
list add (food_drinkmenu, "grilled fish")
list add (food_drinkmenu, "coffee")
list add (food_drinkmenu, "water")
ShowMenu ("choose a item to craft.", food_drinkmenu, true) {
}
weaponsmenu = NewStringList()
list add (weaponsmenu, "bow")
list add (weaponsmenu, "arrows")
list add (weaponsmenu, "stone knife")
list add (weaponsmenu, "machete")
list add (weaponsmenu, "spear")
list add (weaponsmenu, "cross bow")
ShowMenu ("What weapon do you want to craft?", weaponsmenu, true) {
if (result="arrows") {
arrow crafting
}
if (result="stone knife") {
stone knife crafting
}
if (result="bow") {
bow crafting
}
if (result="cross bow") {
cross bow crafting
}
if (result="machete") {
machete crafting
}
else if (result="spear") {
spear crafting
}
}
if (Got(planks)) {
if (not Got(wood frame)) {
MoveObject (wood frame, stash)
play sound ("hammer_hitting_nail_into_wood.mp3", true, false)
planks.volume = planks.volume - 2
MoveObjectHere (fortify wood)
msg ("Frame upgraded.")
}
else if (Got(wood frame)) {
msg ("You must place frame frist.")
}
}
if (not Got(planks)) {
msg ("You need planks to upgrade this frame.")
}
nomore planks
= 3) {
MoveObject (fortify wood, stash)
play sound ("hammer_hitting_nail_into_wood.mp3", true, false)
planks.volume = planks.volume - 3
MoveObjectHere (fortified wood 1)
}
else if (GetInt(planks, "volume") <= 3) {
msg ("You need more plamks to upgrade.")
}
nomore planks
]]>
trapmenu = NewStringList()
list add (trapmenu, "snare trap")
list add (trapmenu, "box trap")
list add (trapmenu, "net trap")
list add (trapmenu, "drop trap")
ShowMenu ("choose a trap to craft.", trapmenu, true) {
if (result="snare trap") {
}
else if (result="box trap") {
}
else if (result="net trap") {
}
else if (result="drop trap") {
drop trap crafting
}
}
Now that should keep you warm for awhile and be able to cook and clean water.")
EnableTimer (Fire Burning)
EnableTimer (Exposer Fire)
}
}
else if (not Got(tree trunks)) {
msg ("You need a fuel source to burn.")
}
}
else if (not Got(flint_steel)) {
msg ("It would help if you had fint & steel, you might want to craft some.")
}
]]> Now that should keep you warm for awhile and be able to cook and clean water.")
EnableTimer (Fire Burning)
EnableTimer (Exposer Fire)
}
if (basic campfire.lightsource = False) {
msg ("No luck on lighting the fire keep trying!")
}
}
else if (not Got(leaves)) {
msg ("You need some leaves to help light the fire.")
}
}
else if (not Got(stick)) {
msg ("Try using a stick, that might help.")
}
nomore sticks
nomore leaves
]]> Now that should keep you warm for awhile and be able to cook and clean water.")
EnableTimer (Fire Burning)
EnableTimer (Exposer Fire)
}
}
else if (not Got(stick)) {
msg ("Help to have some sticks before trying this.")
}
]]>a chunk falls off leaving a perfect hatchet shaped blade, now to find a way to tie it to a handle.")
}
else if (Got(sharp stone)) {
IncreaseObjectCounter (sharp stone, "volume")
msg ("Pounding on the side of the boulder for a few seconds a chunk falls off leaving a perfect hatchet shaped blade, now to find a way to tie it to a handle.")
}
]]>
if (Got(flint)) {
if (Got(iron scrap)) {
DecreaseObjectCounter (iron scrap, "volume")
DecreaseObjectCounter (flint, "volume")
AddToInventory (flint_steel)
msg ("This should help you starta fire alot easier.")
}
else if (not Got(iron scrap)) {
msg ("Well you have the flint but no metal.")
}
nomore flint
nomore iron scrap
}
else if (not Got(flint)) {
msg ("It would help if you had some flint.")
}
if (Got(iron scrap)) {
IncreaseObjectCounter (iron scrap, "volume")
msg ("You picked up more iron scraps.")
}
else if (not Got(iron scrap)) {
IncreaseObjectCounter (iron scrap, "volume")
MoveObjectHere (iron scrap)
}
if (Got(flint)) {
IncreaseObjectCounter (flint, "volume")
}
else if (not Got(flint)) {
IncreaseObjectCounter (flint, "volume")
MoveObjectHere (flint)
}
if (not game.pov.parent = basic campfire) {
EnableTimer (rain Exposer)
}
else if (game.pov.parent = basic campfire) {
if (basic campfire.lightsource = True) {
msg ("Good thing im by the fire.")
DisableTimer (rain Exposer)
}
else if (basic campfire.lightsource = False) {
msg ("Better get a fire going if I wanna stay warm.")
EnableTimer (rain Exposer)
}
}
if (RandomChance(60)) {
SetTimeout (120) {
DisableTurnScript (trapset)
DisableTurnScript (deermoves)
MoveObject (deer, drop trap)
set (drop trap, "set trap", False)
}
}
= 6) {
if (GetInt(rope, "volume") >= 4) {
rope.volume = rope.volume - 4
planks.volume = planks.volume - 6
MoveObjectHere (drop trap)
nomore rope
nomore planks
}
else if (GetInt(rope, "volume") < 4) {
msg ("You need more rope.")
}
}
else if (GetInt(planks, "volume") > 6) {
msg ("You don't have enough planks for this.")
}
}
else if (not Got(rope)) {
msg ("You need rope t tie it together.")
}
}
else if (not Got(planks)) {
msg ("Help to have planks to make the cage with.")
}
]]>
if (Got(plant fiber)) {
IncreaseObjectCounter (plant fiber, "volume")
msg ("You crafted more plant fibers.")
}
else if (not Got(plant fiber)) {
IncreaseObjectCounter (plant fiber, "volume")
AddToInventory (plant fiber)
msg ("You crafted a plant fiber.")
}
meatmenu = NewStringList()
list add (meatmenu, "deer meat")
list add (meatmenu, "rabbit meat")
list add (meatmenu, "fish fillet")
list add (meatmenu, "boar meat")
list add (meatmenu, "bird meat")
ShowMenu ("What are you cooking?", meatmenu, true) {
if (result="deer meat") {
deer cooking
}
if (result="rabbit meat") {
rabbit cooking
}
if (result="fish fillet") {
weapon crafting
}
if (result="boar meat") {
food_drinks crafting
}
if (result="bird meat") {
trap crafting
}
}
if (Got(deer meat)) {
if (basic campfire.lightsource = True) {
MoveObject (deer meat, stash)
AddToInventory (deer steak)
}
else if (basic campfire.lightsource = False) {
msg ("Helps to have fire to cook with.")
}
}
= 2) {
if (not Got(handle)) {
stick.volume = stick.volume - 2
AddToInventory (handle)
msg ("You made a handle.")
nomore sticks
}
else if (Got(handle)) {
msg ("You can only craft one handle at a time, try making a tool first.")
}
}
else if (GetInt(stick, "volume") < 2) {
msg ("You need more sticks, makes the handle stronger.")
}
}
]]>
if (Got(stick)) {
if (Got(cloth)) {
DecreaseObjectCounter (stick, "volume")
DecreaseObjectCounter (cloth, "volume")
AddToInventory (torch)
nomore sticks
nomore cloth
}
}
= 5) {
stick.volume = stick.volume - 5
AddToInventory (tent frame)
msg ("Tent frame crafted.")
nomore sticks
}
else if (GetInt(stick, "volume") < 5) {
msg ("You do not have enough sticks to make this.")
}
}
else if (not Got(stick)) {
msg ("You are not carry the item you want to craft with.")
}
]]>
adding eggs
adding feathers
Keep an eye out for more.")
}
else if (RandomChance(25)) {
msg ("You didn't find any eggs this time. Keep looking you'll find something.")
}
}
else if (not Got(eggs)) {
if (RandomChance(70)) {
eggs.volume = eggs.volume + 2
MoveObjectHere (eggs)
msg ("Oh look some eggs.")
}
else if (RandomChance(25)) {
msg ("No eggs this time.")
}
}
]]>Keep an eye out for more.")
}
else if (RandomChance(25)) {
msg ("You didn't find any feathers this time. Keep looking you'll find something.")
}
}
else if (not Got(feathers)) {
if (RandomChance(80)) {
feathers.volume = feathers.volume + 3
MoveObjectHere (feathers)
msg ("There are some feathers.")
}
else if (RandomChance(25)) {
msg ("No feathers this time.")
}
}
]]>You added the meat to the others.")
}
else if (not Got(deer meat)) {
deer meat.volume = deer meat.volume + 3
MoveObjectHere (deer meat)
msg ("You have skiinned the deer, blood steams down your hands as you think you better wash that off before it causes an infection.")
}
]]>You added the meat to the others.")
}
else if (not Got(rabbit meat)) {
rabbit meat.volume = rabbit meat.volume + 2
MoveObjectHere (rabbit meat)
msg ("You have skiinned the rabbit, blood steams down your hands as you think you better wash that off before it causes an infection.")
}
]]>You added the meat to the others.")
}
else if (not Got(boar meat)) {
boar meat.volume = boar meat.volume + 3
MoveObjectHere (boar meat)
msg ("You have skiinned the boar, blood steams down your hands as you think you better wash that off before it causes an infection.")
}
]]>
if (Got(feathers)) {
if (Got(flint)) {
if (Got(stick)) {
DecreaseObjectCounter (stick, "volume")
DecreaseObjectCounter (feathers, "volume")
DecreaseObjectCounter (flint, "volume")
adding arrows
nomore sticks
nomore flint
nomore feathers
}
else if (not Got(stick)) {
msg ("You do not have any sticks for arrows.")
}
}
else if (not Got(flint)) {
msg ("Need to find some flint for the tip befor you can finish this.")
}
}
else if (not Got(feathers)) {
msg ("You need a guide for the arrow. Maybe try to find some feathers.")
}
if (Got(arrows)) {
IncreaseObjectCounter (arrows, "volume")
msg ("You crafted up a arrow, you might want more.")
}
else if (not Got(arrows)) {
IncreaseObjectCounter (arrows, "volume")
AddToInventory (arrows)
msg ("You crafted up a arrow, you might want more.")
}
= 2) {
if (Got(handle)) {
if (Got(rope)) {
if (GetInt(rope, "volume") >= 2) {
rope.volume = rope.volume - 2
stick.volume = stick.volume - 2
AddToInventory (bow)
nomore sticks
nomore rope
}
else if (GetInt(rope, "volume") < 2) {
msg ("You need more rope before making a bow.")
}
}
else if (not Got(rope)) {
msg ("You some rope to make the bow.")
}
}
else if (not Got(handle)) {
msg ("You need to craft a handle for the bow first.")
}
}
else if (GetInt(stick, "volume") < 2) {
msg ("You need to gather more sticks to craft the bow.")
}
}
else if (not Got(stick)) {
msg ("Without any sticks you can not craft a bow.")
}
]]>Why don't you try repairing the one you have.")
}
else if (not Got(machete)) {
if (Got(iron scrap)) {
if (GetInt(iron scrap, "volume") < 4) {
if (Got(handle)) {
iron scrap.volume = iron scrap.volume - 4
DecreaseObjectCounter (handle, "volume")
AddToInventory (machete)
msg ("Very nice a machete!")
nomore iron scrap
}
else if (not Got(handle)) {
msg ("You need a handle for the grip.")
}
}
else if (GetInt(iron scrap, "volume") < 4) {
msg ("You need more iron befroe you can craft a machete.")
}
}
else if (not Got(iron scrap)) {
msg ("You should find some iron first to craft this.")
}
}
]]>= 4) {
stick.volume = stick.volume - 4
DecreaseObjectCounter (wood frame, "volume")
AddToInventory (box trap)
msg ("Very nice, now dont forget lace it in a dense area.")
nomore sticks
nomore frames
}
else if (GetInt(stick, "volume") < 4) {
msg ("Need some more sticks to complete the box.")
}
}
}
else if (not Got(wood frame)) {
msg ("You need to build a frame for the box first.")
}
]]>
if (Got(stick)) {
stick.volume = stick.volume + 3
msg ("You got some more sticks.")
}
else if (not Got(stick)) {
stick.volume = stick.volume + 3
MoveObjectHere (stick)
msg ("There are some sticks.")
}
if (Got(stone knife)) {
if (Got(stick)) {
DecreaseObjectCounter (stick, "volume")
AddToInventory (sharp sticks)
nomore sticks
}
else if (not Got(stick)) {
msg ("You need to pick up the stick before sharpening it.")
}
}
else if (not Got(stone knife)) {
msg ("You need a knife before you can sharpen this stick.")
}
= 3) {
MoveObject (handle, stash)
DecreaseObjectCounter (flint, "volume")
rope.volume = rope.volume - 3
AddToInventory (spear)
nomore rope
nomore flint
}
else if (GetInt(rope, "volume") < 3) {
msg ("You need a little more rope then that to tie down the head.")
}
}
else if (not Got(rope)) {
msg ("Always help to have a way to tie stuff with, don't you think?")
}
}
else if (not Got(flint)) {
msg ("You need something better then a stone for a head.")
}
}
else if (not Got(handle)) {
msg ("Try having a handle on this situation, what is a spear made of?")
}
]]>
if (not Got(leaves)) {
IncreaseObjectCounter (leaves, "volume")
AddToInventory (leaves)
}
else if (Got(leaves)) {
IncreaseObjectCounter (leaves, "volume")
}
if (box trap.trapset = True) {
SetTimeout (150) {
if (deer.parent = box trap.parent) {
if (RandomChance(50)) {
DisableTimer (deer moves)
HelperCloseObject (box trap)
MoveObject (deer, box trap)
play sound ("Red_stag_roar-Juan_Carlos_-2004708707.mp3", false, false)
set (box trap, "trapset", False)
msg ("What an awful sound, what is it?")
}
else {
msg ("Should go check on that trap!")
}
}
else if (deer1.parent = box trap.parent) {
if (RandomChance(50)) {
DisableTimer (deer moves1)
HelperCloseObject (box trap)
MoveObject (deer1, box trap)
play sound ("Red_stag_roar-Juan_Carlos_-2004708707.mp3", false, false)
set (box trap, "trapset", False)
msg ("What an awful sound, what is it?")
}
else {
msg ("Should go check on that trap!")
}
}
}
}
if (Got(stone knife)) {
play sound ("157524_SOUNDDOGS__wh.mp3", false, false)
DecreaseObjectCounter (bamboo stalks, "volume")
DecreaseObjectCounter (stone knife, "health")
AddToInventory (bamboo cup)
msg ("You crafted a cup! \" Good now I can bring water with me\".")
nomore bamboo stalkss
}
= 0) {
bamboo stalks.volume = bamboo stalks.volume + 3
MoveObjectHere (bamboo stalks)
}
}
]]>= 20) {
msg ("It's only a stalk of bamboo not a big gulp.")
}
}
else if (not Contains (bamboo cup,drinking water)) {
play sound ("Large Bubble-SoundBible.com-1084083477.mp3", true, false)
drinking water.volume = drinking water.volume + 5
MoveObject (drinking water, bamboo cup)
msg ("Yes finally some water, you can look at to see how many liters you have.")
}
]]>
if (drinking water.volume = 0) {
MoveObject (drinking water, stash)
msg ("That was your last drink.")
}
if (Got(coal pieces)) {
coal pieces.volume = coal pieces.volume + 2
msg ("You picked up some pieces of coal.")
}
else if (not Got(coal pieces)) {
coal pieces.volume = coal pieces.volume + 2
AddToInventory (coal pieces)
msg ("You picked up some pieces of coal.")
}
if (coal pieces.volume = 0) {
MoveObject (coal pieces, stash)
}
= 6) {
if (Got(stone axe)) {
play sound ("hammer_hitting_nail_into_wood.mp3", true, false)
planks.volume = planks.volume - 6
CloneObjectAndMove (storage chest, game.pov.parent)
SetObjectFlagOn (storage chest, "placed")
}
else if (not Got(stone axe)) {
msg ("Would help if you had a tool to put your chest together with. A stone axe is very versatile.")
}
}
else if (GetInt(planks, "volume") < 6) {
msg ("You need some more planks before crafting a chest.")
}
}
}
else if (not GetBoolean(storage chest, "placed")) {
if (Got(planks)) {
if (GetInt(planks, "volume") >= 6) {
if (Got(stone axe)) {
play sound ("hammer_hitting_nail_into_wood.mp3", true, false)
DecreaseObjectCounter (stone axe, "health")
MoveObjectHere (storage chest)
SetObjectFlagOn (storage chest, "placed")
}
else if (not Got(stone axe)) {
msg ("Would help if you had a tool to put your chest together with. A stone axe is very versatile.")
}
}
else if (GetInt(planks, "volume") < 6) {
msg ("You don't have enough planks to make this.")
}
}
}
]]>= 0) {
MoveObject (wood frame, stash)
}
]]>= 0) {
MoveObject (bamboo stalks, stash)
}
]]>= 1) {
if (not Got(cloth)) {
DecreaseObjectCounter (plant fiber, "volume")
cloth.volume = cloth.volume + 2
AddToInventory (cloth)
msg ("You crafted a couple of pieces of cloth.")
}
else if (Got(cloth)) {
DecreaseObjectCounter (plant fiber, "volume")
cloth.volume = cloth.volume + 2
msg ("You crafted a couple of pieces of cloth.")
}
nomore plantfibers
}
}
else if (not Got(plant fiber)) {
msg ("You need some sort of fber to craft cloth from.")
}
]]>
Start by collecting rocks, hit, destroy and take 3 grass. Find a bush, hit the bush 3 times, take stick. Combine stick into handle, craft rock into sharp stone, craft all grass then craft plant fiber. Now combine rope and handle for mancatcher then combine sharp stone with mancatcher for a stone axe. Now you can mine boulders, cut down trees and much more.
After making stone axe cut down a tree (not bamboo) it takes 5 hits. Then its turns into fallen tree so chop up fallen tree 5 times and this will give you tree trunks to pick up. Once you have them craft 1 time and see inventory you'll have planks. Look at planks,; there it should tell you the number of planks you have (should be 3). Now find a rock, pick it up and craft it. This will give you a sharp stone; Now goto planks in inventory and click craft. A menu should appear with 3 options choose basic campfire and it will appear in room.
Please read all walkthroughs to fully know how to craft each item. You will need stone axe and at least 13 planks; Once you have planks and stone axe click on planks then craft to bring up menu. Now from menu choose 2 or wood frame, drop wood frame then click on it in room, click on upgrade, this will give you fortified wood. Repeat this click on fortified wood then upgrade to give you fortified wood1; Do this once more giving you your crafting table.
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