Chapter 8 - Termite Situations
Instead of putting termites on [something], try dropping termites.
After dropping termites:
if player is in Pantree:
say "The termites start biting at the base of the tree, but their hunger is not infinite, and they get full quickly. They may be able to handle a thinner part of the tree.";
if player is in Four Seasons Northwest:
say "The termites start biting at the base of the tree, but their hunger is not infinite, and they get full quickly.";
if player is in Four Seasons Southeast:
say "The termites start biting at the base of the tree, but their hunger is not infinite, and they get full quickly.";
if player is in Main Hallway North:
if CabinetChewed is false:
say "The termites chew at the base of the cabinet. Little do they know, there's a whole tank above them. You don't have much time to get whatever you want out of the cabinet before it breaks.";
breaking cabinet in four turns from now;
now CabinetChewed is true;
else:
say "The termites have already had their way with the cabinet.";
if player is in Dining Hall:
say "The termites look at the magnificent table and begin to chew on one of the legs. Before they even make a dent in their feast, they get full and stop eating.";
if player is in Main Hallway Fork:
if DoorEaten is false:
say "The termites chew through the base of the wooden door, and then up the side. So much of the door is missing, the lock doesn't seem to work anymore.";
now the Wooden Door is unlocked;
now DoorEaten is true;
else:
say "You already destroyed the lock to the wooden door.";
At the time when breaking cabinet:
say "You hear a crash and the cabinet in the hallway shatters, dropping the tank to the floor. Hopefully you didn't need anything in the cabinet.";
now the cabinet is nowhere;
if the square jar is in the cabinet:
now the square jar is in the Main Hallway North;
Instead of locking the wooden door with [something]:
if DoorEaten is false:
continue the action;
else:
say "The termites have already destroyed the door lock.[line break]";
Instead of unlocking the wooden door with termites:
if DoorEaten is false:
say "The termites chew through the base of the wooden door, and then up the side. So much of the door is missing, the lock doesn't seem to work anymore.";
now the Wooden Door is unlocked;
now DoorEaten is true;
else:
say "The termites have already destroyed the door lock.[line break]";
Instead of unlocking the wooden door with [something]:
if DoorEaten is false:
continue the action;
else:
say "The termites have already destroyed the door lock.[line break]";