Latest Newsfrom Airedale Cooling

Air Conditioning Unit

Qsp 1.9 Apr 2026

#cave *PL "You see a troll." if %troll_hp>0: *PL "Troll is angry." "Attack" : gosub 'attack_troll' Good (use subroutines for repeated logic):

! Create object object 'sword' objdesc 'A sharp iron sword' objstr %str_bonus = 5 end object ! Use object @sword['objstr'] "Access property" timer 'hour_cycle' 1000 "1000ms = 1s" Trigger location !timer :

#cave *PL "You see a troll." gosub 'display_troll_status' "Attack" : gosub 'attack_troll' QSP automatically saves all variables & current location. Use savegame / loadgame : qsp 1.9

Happy questing!

#proc_forest_search %found = rand(1,100) if %found <= 30: %player_gold += 5 *PL "You find 5 gold!" elseif %found <= 60: %damage = rand(1,6) %player_hp -= %damage *PL "A wolf bites you for <<%damage>> damage!" else: *PL "You find nothing." endif #cave *PL "You see a troll

#proc_combat %damage = %player_str - %enemy_armor if %damage < 0: %damage = 0 %enemy_hp -= %damage *PL "You deal <<%damage>> damage." return gosub 'proc_combat' Note: gosub executes the location code and returns to the line after the call. goto replaces the current location permanently. Part 5: Advanced QSP Features (1.9) 5.1 Objects Objects are like named structs/dictionaries:

#forest *PL "Dark trees surround you." ACTIONS: "Search" : gosub 'forest_search' "Return home" : goto 'main_room' END ACTIONS Use savegame / loadgame : Happy questing

#proc_rest %player_hp = %player_max_hp *PL "You recover fully." return

This website uses cookies to enhance your browsing experience and deliver personalised ads. By clicking “Accept All Cookies”, you agree to the storing of cookies on your device to enhance site navigation, analyse site usage, and assist in our marketing efforts.

More Information Accept All Cookies