:: DemoMain[private indoors noEvents]
<!--
	Now we're on the passage DemoMain.
	Not that this is no longer an event.
	Therefore you can now use the menus again.
	Try it. You'll see that exiting them leads you back here automatically.

	Now let's take a look at the new three tags.
	private means that you are at a private location, such as a private apartment or garden.
	The opposite is public.
	Some events and options only apply to either of these tags.

	indoors means that you're currently not effected by the weather.
	The opposite would be outdoors.
	As with public/private, this has various effects on events and player-options.

	Of course events can take combinations of tags into account.
	For example, you automatically take off your shoes at private indoors locations.

	The third tag just tells the engine that it shouldn't fire random events here.
	That's added so our demo isn't interrupted.
	You'd usually not add this tag to locations you create.
 -->

<h2>Demo Location</h2>
<!--
	As before: always h2.
 -->

<<image 'locations/construction/obekt.jpg'>>
<!--
	An image without randomness this time.
 -->

<<actCLA 'Click me'>>
	<p>
		Everything is gone.
	</p>
	<<set $finances.cash += 1000>>
	<<act 'Refresh'>>
		<<refresh>>
	<</act>>
<</actCLA>>
<!--
	This is the actCLA-macro.
	It behaves just like the act-macro with one major difference: it replaces the main window with its' contents.
	As you can see with the included act-macro, the list of available actions is also updated.
	And, if you paid close attention to the sidebar, you might have noticed that it has been updated as well.
	You gained 1000 cash.
	Since you are still on the same passage, reloading your browser window (F5) will throw you back before you hit any actCLA-button.
	Try it. You'll notice that the 1000 cash are gone again.
	This does not apply to the refresh-macro.
	It will reload the current passage while preserving everything that happened in the meantime.
 -->

 <<act 'I made it to the top' undefined `{priority:1000}`>>
	<<refresh>>
<</act>>
<!--
	This button has no practical use, but it shows you how you can order your actions.
	By default, your actions appear in the order you wrote them inside the source code.
	If you want to order them in another way, you need to set the priority-flag inside the flag-object as seen above.
	Don't mind the second paramenter.
	Just set it to undefined everytime you need to set the third parameter.
 -->

<p>
	<<either 3>>
		Welcome to the demo location.
	<<or 1>>
		Welcome.
	<<or>>
		Hello.
	<</either>>
	<!--
		This is the either-or-macro.
		It executes a random piece of code (in this case that's only displaying text, but it could be anything).
		The numbers are the weight of each of the options.
		If no number is specified, it defaults to 1.
		Therefore, we have a total weight of 5 (3+1+1).
		The chance of the first option being chosen is therefore 60% (3/5) while each of the other two has a chance of 20% (1/5).
		This code is re-evaluated each time the passage is visited.
		You can test it by hitting the "I made it to the top"-action several times.
	 -->
</p>

<<ConnectedLocation 'Time' 'DemoTime' '' 'locations/gadukino/forest/gadforest4.jpg' 5>>
<!--
	The ConnectedLocation-macro will add a link to another location to the connected-location-bar.
	The first parameter is the name that should be displayed to the user.
	The second is the passage the link will lead to.
	In this case it's DemoTime.
	The third parameter is used to transfer additional information to the destination passage.
	We don't need it here, that's why it's empty.
	The fourth parameter is the image that should be displayed to the user.
	Parameter five is the amount of time in minutes it takes to travel to the given passage.
	You should avoid numbers greater than 90 because, among other problems, it makes handling of hunger and thirst difficult for the player.
	Parameter six (not used here) accepts additional flags.
 -->

 <<ConnectedLocation 'Actions' 'DemoActions' '' 'locations/gadukino/forest/blueberry_picking_1.jpg' 1>>
