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{
// if (i.value() == "" && choice == "") {
// createP("");
// choice = "";
// }
let i;
let choice;
let disa;
let health;
let items;
let axeMan;
let rat;
let drawer;
let boy;
}
function setup() {
i = createInput();
choice = "CALL POLICE";
disa = 0;
health = 20;
axeMan = "alive";
rat = "alive"
items = {
lockPick: false,
pistol: false,
flashlight: false,
lighter: false,
ring: false,
swissArmyKnife: false,
medKit: false,
oil: false,
machete: false,
};
createP("You are Callum, the father of Todd. You start with a health of twenty.");
createP("You wake up and yawn, when you notice a sticky note on your bedside table. You pick it up and start reading. It says 'Your son, Todd, has been kidnapped. Come to 16 Grate street with $10,000 in cash by the end of today, and your son lives. Tell no one, or he dies.' You sit up, not knowing what to do. Should you call the police?");
}
function draw() {
if (health <= 0) {
choice = "you dead, son!"
createP("You see this text whenever, yup, you guessed it, whenever you dead, son!");
health = 20;
}
if (i.value() == "yes" && choice == "CALL POLICE") {
createP("You know you shouldn't go into this on your own. You pick up your phone and dial 911.");
createP("911, what's you emergency?");
createP("I just found a ransom note on my table. Can you help?");
createP("Of course. We'll be right there.");
createP('After a minute or two, the police show up. They ask if they can see the note, and you hand it to them. They read it, then tell you to get into the car. Then they drive you there and open the door to a huge mansion. They go in, and after a few minutes, gunshots are heard. The guy in the car with you is about to call for backup, when he gets shot in the shoulder, and cries out in pain. Unsure of what to do, you ask yourself, should I KEEP GOING? Should I DRIVE BACK, or just GIVE THEM THE MONEY?');
choice = "KEEP GOING, DRIVE BACK, or GIVE THEM THE MONEY";
}
if (i.value() == "keep going" && choice == "KEEP GOING, DRIVE BACK, or GIVE THEM THE MONEY") {
createP("You know you should bring something useful before you go in, so you pick either a LOCK PICK, a PISTOL, or a FLASHLIGHT.");
choice = "LOCK PICK, PISTOL, FLASHLIGHT";
}
if (i.value() == "lock pick" && choice == "LOCK PICK, PISTOL, FLASHLIGHT") {
items.lockPick = true;
createP("You have the choice between going UPSTAIRS, or checking GROUND LEVEL. Which do you choose?");
choice = "LEVEL"
}
if (i.value() == "pistol" && choice == "LOCK PICK, PISTOL, FLASHLIGHT") {
items.pistol = true;
createP("You have the choice between going UPSTAIRS, or checking GROUND LEVEL. Which do you choose?");
choice = "LEVEL"
}
if (i.value() == "flashlight" && choice == "LOCK PICK, PISTOL, FLASHLIGHT") {
items.flashlight = true;
createP("You have the choice between going UPSTAIRS, or checking GROUND LEVEL. Which do you choose?");
choice = "LEVEL"
}
if (i.value() == "upstairs" && choice == "LEVEL" && items.pistol == false && items.swissArmyKnife == false) {
createP("You creep up the stairs, being careful not to make too much sound. When you reach the top, you are greeted by a man with an axe. You can RUN AWAY down the stairs or try to RUN AROUND HIM.");
choice = "SHOOT HIM, STAB HIM, RUN AWAY, RUN AROUND HIM";
}
if (i.value() == "upstairs" && choice == "LEVEL" && items.pistol == false && items.swissArmyKnife == true) {
createP("You creep up the stairs, being careful not to make too much sound. When you reach the top, you are greeted by a man with an axe. You can try to STAB HIM. Or, you can RUN AWAY or try to RUN AROUND HIM.");
choice = "SHOOT HIM, STAB HIM, RUN AWAY, RUN AROUND HIM";
}
if (i.value() == "upstairs" && choice == "LEVEL" && items.pistol == true && items.swissArmyKnife == false) {
createP("You creep up the stairs, being careful not to make too much sound. When you reach the top, you are greeted by a man with an axe. You can try to SHOOT HIM. Or, you can RUN AWAY or try to RUN AROUND HIM.");
choice = "SHOOT HIM, STAB HIM, RUN AWAY, RUN AROUND HIM";
}
if (i.value() == "upstairs" && choice == "LEVEL" && items.pistol == true && items.swissArmyKnife == true) {
createP("You creep up the stairs, being careful not to make too much sound. When you reach the top, you are greeted by a man with an axe. You can try to SHOOT HIM, or STAB HIM. Or, you can RUN AWAY down the stairs or try to RUN AROUND HIM.");
choice = "SHOOT HIM, STAB HIM, RUN AWAY, RUN AROUND HIM";
}
if ((i.value() == "walk past" && choice == "LOOT HIM, WALK PAST") || (choice == "HALL") || (choice == "LEVEL" && i.value() == "upstairs" && axeMan == "DEAD")) {
createP("Here you are in the hall, where you are faced with two doors. Do you go LEFT, RIGHT, or DOWNSTAIRS to the main entrance?");
choice = "LEFT, RIGHT, DOWNSTAIRS";
}
if (i.value() == "ring" && choice == "RING, LIGHTER") {
createP("Here you are in the hall, where you are faced with two doors. Do you go LEFT, RIGHT, or DOWNSTAIRS to the main entrance?");
items.ring = true;
choice = "LEFT, RIGHT, DOWNSTAIRS";
}
if (i.value() == "lighter" && choice == "RING, LIGHTER") {
createP("Here you are in the hall, where you are faced with two doors. Do you go LEFT, RIGHT, or DOWNSTAIRS to the main entrance?");
items.lighter = true;
choice = "LEFT, RIGHT, DOWNSTAIRS";
}
if (rat == "alive") {
if (i.value() == "left" && choice == "LEFT, RIGHT, DOWNSTAIRS") {
createP("It looks like you are in a kitchen, with a dirty sink, an oven, and a stovetop. Your eyes land upon the oven, from which you can hear noises. Should you check it out?");
choice = "CHECK IT OUT";
}
if (i.value() == "yes" && choice == "CHECK IT OUT" && items.pistol == false && items.swissArmyKnife == false) {
createP("You walk over and try to open the oven, but the door jams. Inside, you hear movement, and you become even more curious about what is wrong. You tug with a your might, and it finally pops open with a bang. Inside you see a hideous creature that partially resembles a rat, but is about six times bigger. You can RUN AWAY, or try to FIGHT WEAPONLESS.");
choice = "SHOOT IT, STAB IT, RUN AWAY, FIGHT WEAPONLESS";
}
if (i.value() == "yes" && choice == "CHECK IT OUT" && items.pistol == false && items.swissArmyKnife == true) {
createP("You walk over and try to open the oven, but the door jams. Inside, you hear movement, and you become even more curious about what is wrong. You tug with a your might, and it finally pops open with a bang. Inside you see a hideous creature that partially resembles a rat, but is about six times bigger. You can STAB IT, RUN AWAY, or try to FIGHT WEAPONLESS.");
choice = "SHOOT IT, STAB IT, RUN AWAY, FIGHT WEAPONLESS";
}
if (i.value() == "yes" && choice == "CHECK IT OUT" && items.pistol == true && items.swissArmyKnife == false) {
createP("You walk over and try to open the oven, but the door jams. Inside, you hear movement, and you become even more curious about what is wrong. You tug with a your might, and it finally pops open with a bang. Inside you see a hideous creature that partially resembles a rat, but is about six times bigger. You can try to SHOOT IT, or RUN AWAY, or try to FIGHT WEAPONLESS.");
choice = "SHOOT IT, STAB IT, RUN AWAY, FIGHT WEAPONLESS";
}
if (i.value() == "yes" && choice == "CHECK IT OUT" && items.pistol == true && items.swissArmyKnife == true) {
createP("You walk over and try to open the oven, but the door jams. Inside, you hear movement, and you become even more curious about what is wrong. You tug with a your might, and it finally pops open with a bang. Inside you see a hideous creature that partially resembles a rat, but is about six times bigger. You can try to SHOOT IT, or STAB IT. You can also RUN AWAY down the stairs, or try to FIGHT WEAPONLESS.");
choice = "SHOOT IT, STAB IT, RUN AWAY, FIGHT WEAPONLESS";
}
} else if ((i.value() == "left" && choice == "LEFT, RIGHT, DOWNSTAIRS") || (choice == "KITCHEN")) {
createP("The memories of the huge rat scar you as you try not to leave the room immediately. A mysterious door sits in the wall furthest from you. Should you open it?");
choice = "OPEN IT";
}
if (i.value() == "shoot it" && choice == "SHOOT IT, STAB IT, RUN AWAY, FIGHT WEAPONLESS") {
if (int(random(10)) - disa > 1) {
createP("You quickly draw you gun and aim. You miss comletely. Luckily, you reload and shoot again. The rat squeals in pain, then stops moving. Just to be safe you shoot it one more time, right in between the eyes.");
choice = "KITCHEN";
rat = "DEAD"
} else if (int(random(10)) - disa > 2) {
createP("You pull out your pistol and shoot. One of it's legs falls to the counter, but it jumps at you and takes a bite of your shoulder. You fire again and it drops to the floor, motionless.");
choice = "KITCHEN";
rat = "DEAD"
health -= 1;
} else if (int(random(10)) - disa > 9) {
createP("Instead of loading and shooting like you were supposed to, you fumble your gun, then drop it, then kick it across the room in an attempt to save yourself. As a result, the rat comes, takes a juicy bite out of your neck, leaving you to bleed to death. Good job!");
health = 0;
choice = "you dead, son!";
}
}
if (i.value() == "stab it" && choice == "SHOOT IT, STAB IT, RUN AWAY, FIGHT WEAPONLESS") {
if (int(random(10)) - disa > 1) {
createP("Quickly, you grab your knife and stab it several times. It's squeal of pain bounces between the walls as it takes its final breath.");
} else if (int(random(10)) - disa > 2) {
createP("You grab your knife and stab it. It's injured, but it retaliates and takes a chunk out of your knuckle. You stab it again and it drops to the floor, motionless.");
health -= 1;
}
choice = "KITCHEN";
rat = "DEAD";
}
//CHANGE HERE!
//. |
//. |
//. V
if (i.value() == "run away" && choice == "SHOOT IT, STAB IT, RUN AWAY, FIGHT WEAPONLESS") {
if (int(random(10)) - disa > 3) {
createP("Quickly, you grab your knife and stab it several times. It's squeal of pain bounces between the walls as it takes its final breath.");
choice = "KITCHEN";
rat = "DEAD"
} else if (int(random(10)) - disa > 8) {
createP("You quickly turn around and run the other way. The rat jumps from the cupboards onto your shoulder and bites your trachea. Gasping for air as blood fills your lungs, you despeately try to cover up the wound. But it's too late. It's over.");
health = 0;
choice = "you dead, son!";
}
}
if (i.value() == "fight weaponless" && choice == "SHOOT IT, STAB IT, RUN AWAY, FIGHT WEAPONLESS") {
createP("REPLACE THIS.");
choice = "";
}
if (i.value() == "no" && choice == "CHECK IT OUT" && items.lockPick == true) {
createP("You decide to not risk your life to see a stove, and check the rest of the room out. Over the counter in the corner, is a row of cabinets and a table. A mysterious door sits in the wall furthest from you. Should you open it?");
choice = "OPEN IT";
}
if (i.value() == "no" && choice == "CHECK IT OUT" && items.lockPick == false) {
createP("You decide to not risk your life to see a stove, and check the rest of the room out. Over the counter in the corner, is a row of cabinets and a table. On the table is a lock pick, which you choose to pick up. A mysterious door sits in the wall furthest from you. Should you open it?");
items.lockPick = true;
choice = "OPEN IT";
}
if (i.value() == "yes" && choice == "OPEN IT") {
createP("");
choice = "";
}
if (i.value() == "no" && choice == "OPEN IT") {
createP("");
choice = "";
}
if (i.value() == "right" && choice == "LEFT, RIGHT, DOWNSTAIRS") {
if (items.machete == false) {
createP("You open the large door, revealing a closet. Inside, you see a dark red cow that lets out a blood curdling moo. You stagger backwards, and it looks you dead in the eye, not moving an inch. You see a machete right underneath its humongous udder. Frightened to startle it, you contemplate taking it. Will you?");
choice = "TAKE MACHETE";
} else {
createP("Once again, you see the cow, unmoved. You start to wonder if it's even alive. it leans over and licks your elbow, needing something to quench its thirst. You do the 'redcowdance' you learned during wild animals camp. it recognises your position and bites off its own feet. It dies. you realise what you did wrong. you forgot to tap your foot. This fatal error led to a precious specimen (an endangered species, by the way) going to waste. In the agony of your angry sadness and maddening sorrow, you decide to end your life using the poisonous leaf monkey dance (also taught in wild animals camp). You are dead.");
choice = "you dead, son!"
}
}
if (i.value() == "yes" && choice == "TAKE MACHETE") {
createP("You quickly reach under the fleshy blob of milky sweetness and grasp the machete. you pull it out from its moist, warm hiding place and close the closet door. As the nararator, I stongly advise you not to go into this room again.");
items.machete = true;
choice = "HALL";
}
if (i.value() == "no" && choice == "TAKE MACHETE") {
createP("As coucellor Andy from wild animals camp advised you, you don't take a machete from a dark red cow. Instead, you turn around into the hall again.");
choice = "HALL";
}
if (i.value() == "shoot him" && choice == "SHOOT HIM, STAB HIM, RUN AWAY, RUN AROUND HIM") {
if (int(random(10)) - disa > 1) {
createP("You shoot him straight in the chest. You can LOOT HIM, or just WALK PAST.");
choice = "LOOT HIM, WALK PAST";
axeMan = "DEAD"
} else {
createP("You miss him completely and he chops off your head. Too bad for you.");
choice = "you dead, son!";
health = 0;
}
}
if (i.value() == "loot him" && choice == "LOOT HIM, WALK PAST") {
createP("You loot the body and find a RING and a LIGHTER, but only have room for one. Which do you choose?");
choice = "RING, LIGHTER";
}
if (i.value() == "stab him" && choice == "SHOOT HIM, STAB HIM, RUN AWAY, RUN AROUND HIM") {
createP("You stab him in the leg, but he seems to barely feel it. What were you thinking charging at him with just a lousy pocket knife? Just before your death, you picture Todd's face when he realises there's no one to rescue him.");
choice = "you dead, son!";
health = 0
}
if (i.value() == "run away" && choice == "SHOOT HIM, STAB HIM, RUN AWAY, RUN AROUND HIM") {
if (int(random(10)) - disa < 1) {
createP("You are able to run down the stairs without the man with the axe catching up and you go to the MAIN ENTRANCE.");
choice = "MAIN ENTRANCE"
} else {
createP("You gracefully fall down the whole flight of stairs, only breaking six bones! Then the man comes back and cuts off your right leg, leaving you to slowly bleed to death. Hooray!");
choice = "you dead, son!"
health = 0;
}
}
if ((choice == "MAIN ENTRANCE") || (i.value() == "main entrance" && choice == "PULL BACK THE CURTAIN, MAIN ENTRANCE") || (i.value() == "main entrance" && choice == "PICK THE LOCK, MAIN ENTRANCE") || (i.value() == "main entrance" && choice == "FLASHLIGHT, FEEL YOUR WAY AROUND, MAIN ENTRANCE") || (i.value() == "downstairs" && choice == "LEFT, RIGHT, DOWNSTAIRS")) {
createP("Here you are at the main entrance. You are faced with a choice: do you go UPSTAIRS or stay at GROUND LEVEL?");
choice = "LEVEL";
}
if (i.value() == "run around him" && choice == "SHOOT HIM, STAB HIM, RUN AWAY, RUN AROUND HIM") {
if (int(random(10)) >= 2 && items.medKit == true) {
createP("Yikes! You trip and fall over his foot. In return, he cuts off your left leg, and walks away. Since you have a med kit, you are able to bandage it up. But, with no left foot, you have terrible balance. Because of this, all your actions are less coordinated and strong. You stumble to the hall, blood oozing from your stump leg.");
disa += 1
} else if (int(random(10)) >= 2 && items.medKit == false) {
createP("Yikes! You trip and fall over his foot. In return, he cuts off your left leg, and walks away, leaving you to bleed to death.");
health = 0;
choice = "you dead, son!"
} else if (int(random(10)) - disa >= 6 && items.medKit == true) {
createP("You stumble, but quickly recover, then run past him. Although you made it around him, he is very quick. He turns around, and punches you in the gut. You almost fall over from the pain, but then you kick him down the stairs. At least you won't be seeing him again. You walk down the stairs to loot the body. You check his pockets. You add either a lighter into your backpack. You try to pull off his ring, when he suddenly wakes up, and rubs it. It sends out a blinding light. You look away quickly, but you still can't see. As your vision slowly fades back, you notice he goes limp. The light stings your skin, so you take shelter behind a bin. Since you have a med kit, you use the lotion to stop the terrible feeling. You walk back up the stairs and go into the hall.");
} else if (int(random(10)) - disa >= 6 && items.medKit == false) {
createP("You stumble, but quickly recover, then run past him. Although you made it around him, he is very quick. He turns around, and punches you in the gut. You almost fall over from the pain, but then you kick him down the stairs. At least you won't be seeing him again. You walk down the stairs to loot the body. You check his pockets. You add either a lighter or a ring into your backpack. Suddenly, he wakes up, takes his ring and rubs it. It sends out a blinding light. You look away quickly, but you still can't see. You notice he's gone limp. The light is somehow stinging your skin. You take shelter behind a bin. Your health goes down by two. You walk back up the stairs and go into the hall.");
health -= 2;
} else {
createP("You get lucky this time. You run past him, kick him down the stairs, and just in case that isn't enough, you use his own axe against him by chopping his head straight off. Then, you take a ring and a lighter from his pocket. You walk to the hall.");
}
choice = "HALL";
}
if (i.value() == "ground level" && choice == "LEVEL") {
createP("You tiptoe though the hallway. You can go into the BATHROOM or the BEDROOM.");
choice = "BATHROOM, BEDROOM";
}
if (i.value() == "bathroom" && choice == "BATHROOM, BEDROOM") {
createP("You go into the bathroom, hoping for good news. You see something behind the shower curtain. You can PULL BACK THE CURTAIN, or go to the MAIN ENTRANCE instead.");
choice = "PULL BACK THE CURTAIN, MAIN ENTRANCE";
}
if (i.value() == "pull back the curtain" && choice == "PULL BACK THE CURTAIN, MAIN ENTRANCE" && items.swissArmyKnife == true && items.lockPick == false) {
createP("You bravely pull back the curtain, revealing a cabinet. Since you have a swiss army knife, you can try to PICK THE LOCK on the drawer. Or, you walk into the MAIN ENTRANCE.");
choice = "PICK THE LOCK, MAIN ENTRANCE";
}
if (i.value() == "pull back the curtain" && choice == "PULL BACK THE CURTAIN, MAIN ENTRANCE" && items.swissArmyKnife == true && items.lockPick == true) {
createP("You bravely pull back the curtain, revealing a cabinet. Since you have a lock pick and a swiss army knife, you can try to PICK THE LOCK on the drawer. If not, you walk into the MAIN ENTRANCE.");
choice = "PICK THE LOCK, MAIN ENTRANCE";
}
if (i.value() == "pull back the curtain" && choice == "PULL BACK THE CURTAIN, MAIN ENTRANCE" && items.swissArmyKnife == false && items.lockPick == false) {
createP("You bravely pull back the curtain, revealing a cabinet with a lock. You would try to pick it but don't have anything to pick it with. Frustrated, you stomp into the main entrance.");
choice = "MAIN ENTRANCE";
}
if (i.value() == "pick the lock" && choice == "PICK THE LOCK, MAIN ENTRANCE") {
if (int(random(10)) < 9) {
createP("You are able to open the drawer. Inside, you see a jar of oil. You choose to pick it up and walk to the MAIN ENTRANCE.");
items.oil = true;
} else {
createP("You are unable to open the drawer. Frustrated, you stomp into the MAIN ENTRANCE.");
}
choice = "MAIN ENTRANCE";
}
if (i.value() == "bedroom" && choice == "BATHROOM, BEDROOM" && items.flashlight == false) {
createP("You walk into the bedroom, but the lights are off. You can FEEL YOUR WAY AROUND, or go to the MAIN ENTRANCE.");
choice = "FLASHLIGHT, FEEL YOUR WAY AROUND, MAIN ENTRANCE";
}
if (i.value() == "bedroom" && choice == "BATHROOM, BEDROOM" && items.flashlight == true) {
createP("You walk into the bedroom and flick the light switch, but it doesn't work. You can turn on your FLASHLIGHT, or go to the MAIN ENTRANCE.");
choice = "FLASHLIGHT, FEEL YOUR WAY AROUND, MAIN ENTRANCE";
}
if (i.value() == "flashlight" && choice == "FLASHLIGHT, FEEL YOUR WAY AROUND, MAIN ENTRANCE") {
createP("You flick on the puny thing and look around. You try to remain standing as you observe the horrific place. The walls are smeared with blood, the floor littered with bodies, and the ceiling covered in strange writing. You look over to the bed and gag. There lies a small boy, barely alive, covered in bruises and cuts.");
createP("Oh my god... What have they done to you? Can you hear me?");
createP("*Cough* ...Huh?");
createP("Are you tied down? You look terrible. Who did this? How long have you been here? Do you want some water? I have some food.");
createP("Get out of here. I've seen too much. Just leave. If you're trying to save someone, the damage is already done. There's no coming back from here. There's no way out. They'll-");
createP("Stop. Just stop. I'll get you out of here.");
createP("No. Just leave me to die. Just leave me.");
createP("You wonder if you should even bother helping this poor boy. Will you?");
choice = "HELP";
}
if (i.value() == "yes" && choice == "HELP") {
createP("Just let me untie-");
createP("No! stop! Just leave now! Go away!");
createP("You know there's no fixing this boy. His body is still here, but his mind is long gone. You do as you're told and walk away to the MAIN ENTRANCE, hoping your son is still okay.");
choice = "MAIN ENTRANCE";
}
if (i.value() == "no" && choice == "HELP") {
createP("You figure he's better off just dying than being traumatised for the rest of his life and walk to the MAIN ENTRANCE.");
choice = "MAIN ENTRANCE";
}
if (i.value() == "drive back" && choice == "KEEP GOING, DRIVE BACK, or GIVE THEM THE MONEY") {
createP("You start backing out, not knowing what will happen next. Then, suddenly, you die. One of the snipers must've seen you trying to back out without giving them the money.");
choice = "you dead, son!";
health = 0;
}
if (i.value() == "give them the money" && choice == "KEEP GOING, DRIVE BACK, or GIVE THEM THE MONEY") {
createP("You walk up to the masion with your hands up, and someone invites you in. You hand them the money, and they give you your son. You stroll right out the door and walk happily to your car, when you get pulled back by one of the guys. The man starts talking.");
createP("I can't have you two talking about what happened tonight. Do you promise you won't tell anyone?");
createP("I swear, we won't tell anyone.");
createP("I'm afraid that won't be enough. I'm going to have to kill you both now. At least you'll die togethor.");
createP("Your screams for help, ironically, don't help. Your last words are: AAAAAAAUGH! DON'T KILL ME! PLEASE! AAAAAHHHH!");
choice = "you dead, son!";
health = 0;
}
if (i.value() == "no" && choice == "CALL POLICE") {
createP("Looking back to the note, it says that you should tell no one, so you're in this alone. You get into your car and start driving, then realise that you should bring something. You have the choice between a SWISS ARMY KNIFE, a PISTOL, and a MED KIT.");
choice = "SWISS ARMY KNIFE, PISTOL, MED KIT";
}
if (i.value() == "pistol" && choice == "SWISS ARMY KNIFE, PISTOL, MED KIT") {
items.pistol = true;
createP("You have the choice between going UPSTAIRS, or checking GROUND LEVEL. Which do you choose?");
choice = "LEVEL";
}
if (i.value() == "swiss army knife" && choice == "SWISS ARMY KNIFE, PISTOL, MED KIT") {
items.swissArmyKnife = true;
createP("You have the choice between going UPSTAIRS, or checking GROUND LEVEL. Which do you choose?");
choice = "LEVEL";
}
if (i.value() == "med kit" && choice == "SWISS ARMY KNIFE, PISTOL, MED KIT") {
items.medKit = true;
createP("You have the choice between going UPSTAIRS, or checking GROUND LEVEL. Which do you choose?");
choice = "LEVEL";
}
if (choice == "") {
createP("You see this text whenever I have no clue what to write next! That pretty much sums this up! Bye!");
choice = "you dead, son!"
}
if (i.value() == "{all}/23!") {
items.lockPick = true;
items.pistol = true;
items.flashlight = true;
items.lighter = true;
items.ring = true;
items.swissArmyKnife = true;
items.medKit = true;
items.machete = true;
}
if (i.value() == "{hack}/56?") {
disa = -100;
console.log("good")
}
}