{ (set: $fighting to 1) (set: $mattack to 0) (set: $pattack to 0) (set: $combo to 0) (set: $phc to $pstat's phc) (set: $pdc to $pstat's pdc) (set: $mhc to $cmonster's mhc) (set: $mdc to $cmonster's mdc) <!--Housekeeping--> (display: "fight") } { (set: $pnow's php to $pstat's maxhp) (set: $pnow's pstm to $pstat's maxstm) (set: $pnow's mana to $pstat's maxmana) (set: $panima to 0) (set: $fighting to 0) }The monster killed you. You have been slain! Your essence is scattered in the winds. You've lost all your anima. (link: "Reform at the stone circle?")[(set: $slain to 0)(set: $day to $day + 1)(goto: "Start")]{ (set: $pspoints to $pspoints - 1) (set: $pattr's str to $pattr's str + 1) (set: $pstat's maxhp to $pstat's maxhp + 1) (set: $pstat's pdam to $pstat's pdam + 1) (set: $pstat's pcdam to $pstat's pcdam + 1) <!--(set: $pstrreq to $pstrreq + $pattrbase * $pattr's str)--> }(goto: "LvlTest"){ (set: $pspoints to $pspoints - 1) (set: $pattr's dex to $pattr's dex + 1) (set: $pstat's pdef to $pstat's pdef +1) (set: $pstat's pguard to $pstat's pguard + 1) (set: $pstat's maxstm to $pstat's maxstm + 1) <!--(set: $pdexreq to $pdexreq + $pattrbase * $pattr's dex)--> }(goto: "LvlTest"){ (set: $pspoints to $pspoints - 1) (set: $pattr's int to $pattr's int + 1) (set: $pstat's maxmana to $pstat's maxmana + 1) <!--(set: $pintreq to $pintreq + $pattrbase * $pattr's int)--> }(goto: "LvlTest")Physical - Stamina Skeleton (Start and Graveyard) Walking Corpse (Start and Town and Graveyard) Goblin (Forest) Ent (Forest and Swamp and Courtyard) Toad (Swamp) Dim Soldier (Town and courtyard and Castle) Stone Knight (Castle) Magical - Mana Skeleton Mage(Graveyard) Hedge Witch (Forest and Swamp) Dim Mage(Courtyard) Necromancer(Castle) Boss Gravedigger Forest Spirit Giant Toad Vine Monster Lich (set: $list to (a: "one", "two", "three")) (set: $x to 2) 1st element in List is: (print: $list's 1st) 2nd element in List is: (print: $list's $x) (set: $list's $x to "aaa") 1st element in List is still: (print: $list's 1st) 2nd element in List is now: (print: $list's $x) (print: "Happy:Birthday".spl(":")){ (set: $pstat to (datamap: "lvl", 1, "maxhp", 10, "maxstm", 10, "maxmana", 5, "pdam", 2, "pcdam", 3, "pdef", 0, "pguard", 2, "phc", 87, "pdc", 10, "pa3overr", 1, "pa4overr", 1)) (set: $pnow to (datamap: "php", 10, "pstm", 10, "pmana", 5)) (set: $pspoint to 0) (set: $panima to 0) (set: $pattr to (datamap: "con", 1, "end", 1, "str", 1, "dex", 1, "int", 1)) (set: $plvlbase to 30) (set: $pattrbase to 1) (set: $plvlreq to $plvlbase * $pstat's lvl) (set: $pconreq to $pattrbase * $pattr's con) (set: $pendreq to $pattrbase * $pattr's end) (set: $pstrreq to $pattrbase * $pattr's str) (set: $pdexreq to $pattrbase * $pattr's dex) (set: $pintreq to $pattrbase * $pattr's int) (set: $weapon to $warray's w1) (set: $armour to $aarray's a1) (set: $shield to 0) }{ (set: $displayhp to (text-color: "FireBrick")) (set: $displaystm to (text-color: "ForestGreen")) (set: $displaymana to (text-color: "SteelBlue")) (set: $displayanima to (text-color: "PaleTurquoise")) (set: $greytext to (text-color: "rgb(95, 95, 89)")) (set: $day to 0) (set: $slain to 0) (set: $ranmin to 1) (set: $ranmax to 100) (set: $dprcnt to 5) (set: $hprcnt to 2) (set: $have to "You do not have enough anima!") (set: $location to "start") (display: "monsterInit") (display: "equipmentInit") (display: "playerstatInit") (goto: "Start") }{ (set: $mboss1defeated to 0) (set: $marray to (datamap: "m0", (datamap: "mid", "unknown", "mhp", 999, "mhdam", 5, "msdam", 0, "mmdam", 0, "mcdam", 0, "mdef", 999, "mguard", 999, "mhc", 999, "mdc", 999, "mdrop", 0, "mprepare1", "is too foggy to know what is happening.", "mprepare2", "is too foggy to know what is happening.", "mprepare3", "is too foggy to know what is happening.", "maction1", "attacks you from the fog!", "maction2", "attacks you from the fog!", "maction3", "attacks you from the fog!", "ma1overr", 1, "ma2overr", 1, "ma3overr", 1), "m1", (datamap: "mid", "Feral Dog", "mhp", 6, "mhdam", 1, "msdam", 0, "mmdam", 0, "mcdam", 2, "mdef", 1, "mguard", 1, "mhc", 90, "mdc", 10, "mdrop", 5, "mprepare1", "moves its paws and prepares to attack.", "mprepare2", "barks at you and prepares to pounce.", "mprepare3", "looks at you cautiously and shifts it's footing.", "maction1", "bites at you with its fangs!", "maction2", "pounces at you and bites heavily!", "maction3", "tries to dodge aside and flank you!", "ma1overr", 1, "ma2overr", 2, "ma3overr", 3), "m2", (datamap: "mid", "Skeleton", "mhp", 8, "mhdam", 2, "msdam", 0, "mmdam", 1, "mcdam", 2, "mdef", 1, "mguard", 2, "mhc", 85, "mdc", 10, "mdrop", 8, "mprepare1", "grips it's sword and raises it.", "mprepare2", "chatters it's teeth and swing it's sword high.", "mprepare3", "raises its shield.", "maction1", "swings it's sword down at you!", "maction2", "thrusts it's sword heavily at you!", "maction3", "defends itself with its shield!", "ma1overr", 1, "ma2overr", 2, "ma3overr", 4), "m3", (datamap: "mid", "Walking Corpse", "mhp", 12, "mhdam", 3, "msdam", 0, "mmdam", 0, "mcdam", 3, "mdef", 2, "mguard", 4, "mhc", 85, "mdc", 5, "mdrop", 12, "mprepare1", "raises it's arms and shambles towards you.", "mprepare2", "raises it's arms and claws the air wildly.", "mprepare3", "groans and gurgles and makes to grab you.", "maction1", "swings it's arms (or what's left of them) at you!", "maction2", "swings it's arms (or what's left of them) at you!", "maction3", "tries to grasps at you and bites down!", "ma1overr", 1, "ma2overr", 1, "ma3overr", 2), "m4", (datamap: "mid", "Skeleton Mage", "mhp", 15, "mhdam", 4, "msdam", 2, "mmdam", 0, "mcdam", 3, "mdef", 2, "mguard", 1, "mhc", 85, "mdc", 15, "mdrop", 15, "mprepare1", "raises it's boney hands and gestures towards you.", "mprepare2", "rattles it's teeth and points at you with a boney finger.", "mprepare3", "looks at you cautiously and stops invoking spells.", "maction1", "casts an ice spell at you!", "maction2", "fires a heavy bolt of lighting at you from it's finger tip!", "maction3", "tries to scrambles away from you!", "ma1overr", 1, "ma2overr", 2, "ma3overr", 3), "mboss1", (datamap: "mid", "Undead Gravedigger", "mhp", 20, "mhdam", 6, "msdam", 0, "mmdam", 0, "mcdam", 4, "mdef", 2, "mguard", 2, "mhc", 90, "mdc", 10, "mdrop", 30, "mprepare1", "shakes it's arms and sweeps its shovel to the left.", "mprepare2", "grunts and growls and raises its shovel.", "mprepare3", "slows down and becomes cautious of your actions.", "maction1", "swings its shovel at you!", "maction2", "brings its shovel down at you heavily.", "maction3", "tries to dodge aside and flanks you!", "ma1overr", 1, "ma2overr", 2, "ma3overr", 3), )) (set: $mrdam to (random: 0,2)) (set: $mchp to 1) (set: $cmonster to $marray's m1) <!--1 Attack 2 SpecialAttack 3 Dodge 4 Defend--> }{ <!--Weapon--> (set: $warray to (datamap: "w0", (datamap: "wid", "Bare fists", "wdam", 0, "wdef", 0, "wbuyc", 0, "wsellc", 0), "w1", (datamap: "wid", "Dagger", "wdam", 1, "wbuyc", 10, "wsellc", 3), "w2", (datamap: "wid", "Shortsword", "wdam", 2, "wbuyc", 30, "wsellc", 9), "w3", (datamap: "wid", "Longsword", "wdam", 3, "wbuyc", 50, "wsellc", 15) )) <!--Armor--> (set: $aarray to (datamap: "a0", (datamap: "aid", "Nothing", "ahdef", 0, "asdef", 0, "amdef", 0, "astmc", 0, "abuyc", 0, "asellc", 0), "a1", (datamap: "aid", "Cloth armour", "ahdef", 0, "asdef", 0, "amdef", 0, "astmc", 0, "abuyc", 5, "asellc", 1), "a2", (datamap: "aid", "Leather armour", "ahdef", 2, "asdef", 1, "amdef", 1, "astmc", 0, "abuyc", 30, "asellc", 4), "a3", (datamap: "aid", "Plate mail", "ahdef", 4, "asdef", 2, "amdef", 2, "astmc", 1, "abuyc", 50, "asellc", 15) )) <!--Potion--> }(link: "Add fire spell")[(set: $sinv to $sinv + (a: "fire1"))(goto: "spellTest")] (link: "Add ice spell")[(set: $sinv to $sinv + (a: "ice1"))(goto: "spellTest")] (link: "Add shock spell")[(set: $sinv to $sinv + (a: "ice1"))(goto: "spellTest")] Your Spells: (if: $sinv contains "fire1")[(link: "Fire Bolt")[(set:$spell to $sarray's fire1)(goto: "spellTest")]] (if: $spell is not 0)[You used a fire bolt! You do (print: $spell's sdam) damage!] (set: $location to "start")[[You]] awaken to find yourself kneeling in the middle of a [[stone circle]], to your left is a white [[tree]]. A dense fog surrounds the stone circle. A well trodden path leads into the fog, next to it a sign says "Path to Village". Below the words,someone scratched "STAY ON THE PATH". (link: "Take the path.")[(display: "vpath1init")] (link: "Wander aimlessly into the fog.")[(display: "lpath1init")] This is a safe place to (link: "Rest")[(set: $day to $day + 1)(goto: "rest")] and (link: "Train")[(goto: "LvlTest")] yourself. You are walking along a winding path in the fog.(set: $randomevent to (either: "A dead tree stands to your left.","A large rock on the way, marks are scratched onto it.","A ruined wooden structure, there's nothing left here.","Remains of a campfire, the earth here is black with ash."))(set: $fchance to (random: 0,4)) (if: $rooms is not 0)[(set: $encounter to (random: 0,$echance))(if: $encounter is not 0)[$randomevent](if: $encounter is 0)[(set: $echance to 2)(link:"Something appears in the fog!")[(set:$rooms to $rooms -1)(if: $fchance is 0)[(goto: "encountnonh")](else:)[(goto:"vpath1encount")]]]](else:)[You see a break in the fog, the village is just ahead.] (if: $rooms is not 0)[(if: $encounter is not 0)[(set: $echance to $echance - 1)(set:$rooms to $rooms -1)(link-goto:"Press on.","vpath1")]](else:)[(link-goto:"Enter Village","Village")] (link: "Return to the stone circle.")[(set: $location to "start")(goto: "Start")] (set: $location to "village")A small village empty but for the [[spirits|lostspirits]] wandering here and there. A tall [[stone block]] stands in the center of the village, a well sits in front of it. A lone spirit is here (link-goto: "peddeling", "shoptest") his wares but no one seems to be interested. Three roads lead out of the village. One towards a nearby graveyard, the other two are blocked off. Like the stone circle, the village is surrounded by a perpetual fog. (link: "Take the path to Graveyard.")[(display: "gpath1init")] (link: "Wander into the fog.")[(display: "lpath1init")] [[Return to the stone circle.|Start]] There are empty shacks to (link: "Rest")[(set: $day to $day + 1)(goto: "rest")] in. You can also (link: "Train")[(goto: "LvlTest")] here. { (set: $echance to 2) (set: $rooms to (random: 12,16)) (set: $location to "vpath1") (goto:"vpath1") }{ (set: $echance to 2) (set: $rooms to (random: 12,16)) (set: $location to "gpath1") (goto:"gpath1") }{ (set: $echance to 3) (set: $rooms to (random: 10,16)) (display:"fpath1") }{ (set: $echance to 3) (set: $rooms to (random: 10,16)) (display:"fpath1") }Path to Castle (set: $location to "cpath1") (set: $randomevent to (either: "a","b","c","d")) (print: $rooms) (set: $randomevent to (random: 1,4)) (if: $rooms is not 0)[ (set: $encounter to (random: 0,$echance)) (if: $encounter is not 0)[$randomevent] (if: $encounter is 0)[(set: $echance to 4)(link-goto:"A Monster Attack!","encounterinit")] (else:)[(set: $echance to $echance - 1)(set:$rooms to $rooms -1)(link-goto:"Continue","cpath1")] ] (else:)[(link-goto:"exit","castle")] [[back|Village]] Foggy path leading towards graveyard.(set: $randomevent to (either: "Abandoned buildings here and there, they have not been lived in for some time.","A garden overgrown with weed, the smell of rotting fruits and vegetables permeates the air. ","A shadow darts across a ways down the path.","Dim lights vanish as suddenly as they appear in the fog."))(set: $fchance to (random: 0,4)) (if: $rooms is not 0)[(set: $encounter to (random: 0,$echance))(if: $encounter is not 0)[$randomevent](if: $encounter is 0)[(set: $echance to 2)(link:"Something appears in the fog!")[(set:$rooms to $rooms -1)(if: $fchance is 0)[(goto: "encountnonh")](else:)[(goto:"gpath1encount")]]]](else:)[You see a break in the fog, the graveyard is just ahead.] (if: $rooms is not 0)[(if: $encounter is not 0)[(set: $echance to $echance - 1)(set:$rooms to $rooms -1)(link-goto:"Press on.","gpath1")]](else:)[(link-goto:"Enter Graveyard","graveyard")] (link: "Return to Village.")[(set: $location to "village")(goto: "Village")] Path to forest (set: $location to "fpath1") (set: $randomevent to (either: "a","b","c","d")) (print: $rooms) (if: $rooms is not 0)[ (set: $encounter to (random: 0,$echance)) (if: $encounter is not 0)[$randomevent] (if: $encounter is 0)[(set: $echance to 4)(link-goto:"A Monster Attack!","encounterInit")] (else:)[(set: $echance to $echance - 1)(set:$rooms to $rooms -1)(link-goto:"Continue","fpath1")] ] (else:)[(link-goto:"exit","lumberjack")] [[back|Village]] Lumberjack [[Back|Village]](set: $location to "graveyard")You shiver in the chilly wisps of wind. Mist settles just above the earth, the graveyard is filled with wooden crosses and tombstones. Another [[bluestone]] stands tall on top of a small hill at the center of the cemetary, protecting it from the fog. Under the stone and built into the hill is the entrance to the Catacombs. (link: "Enter the Catacombs")[(display: "gpath2init")] (link: "Wander into the fog.")[(display: "lpath1init")] [[Return to the Village|Village]] You can (link: "Rest")[(set: $day to $day + 1)(goto: "rest")] in a tomb or a mausoleum. You can also (link: "Train")[(goto: "LvlTest")] yourself here. Castle [[Back|Village]]{ (set: $drop to $cmonster's mdrop + (random: 0 ,2)) (set: $panima to $panima + $drop) (set: $fighting to 0) }You defeated the (print: $cmonster's mid)! You absorb $displayanima[$drop] Anima from the (print: $cmonster's mid)'s spirit! {(link: "Press on.")[(set: $pnow's pstm to $pstat's maxstm) (set: $pnow's pmana to $pstat's maxmana) (if: $location is "vpath1")[(goto: "vpath1")] (if: $location is "gpath1")[(goto: "gpath1")] (if: $location is "gpath2")[(goto: "gpath2")] (if: $location is "crypt")[(set: $mboss1defeated to 1)(goto: "crypt")]]} { <!--Setting Monster attacks--> (if: $mattack is 1)[(set: $overr to $cmonster's ma1overr)] (if: $mattack is 2)[(set: $overr to $cmonster's ma2overr)] (if: $mattack is 3)[(set: $overr to $cmonster's ma3overr)] }{ <!--Display Player Fight Text & Determining Outcome--> (if: $pattack is 1)[(display: "pattack1")You swing your (print: $weapon's wid)!] (if: $pattack is 2)[(display: "pattack2")You attack with all your might!] (if: $pattack is 3)[(display: "pattack3")You dodge and flank your foe!] (if: $pattack is 4)[(display: "pattack4")You defend yourself with your shield!] (if: $pattack is 5)[(display: "pattack5")(if: $pnow's pstm < $pstat's maxstm)[You hold your ground and gain some stamina.](else:)[ You hold your ground but your stamina was full!]] } { <!--Display Monster Fight Text--> (if: $mattack is 1)[The (print: $cmonster's mid) (print: $cmonster's maction1)] (if: $mattack is 2)[The (print: $cmonster's mid) (print: $cmonster's maction2)] (if: $mattack is 3)[The (print: $cmonster's mid) (print: $cmonster's maction3)] }{ <!--Calculating Damage--> (set: $mtempdam to $mtempdam + $cmonster's mhdam + $mrdam - ($pguard + $pstat's pdef + $armour's ahdef)) (set: $ptempdam to $ptempdam + $pstat's pdam + $prdam + $weapon's wdam - ($mguard + $cmonster's mdef)) (if: $pattack is 3)[(set: $ptempdam to (ceil: $ptempdam/2))] (if: $overr is 3)[(set: $mtempdam to (ceil: $mtempdam/2))] (if: $mtempdam < 1)[(set: $mtempdam to 1)] (if: $ptempdam < 1)[(set: $ptempdam to 1)] }{ <!--Dice Roll Determining Hit Miss--> (set: $pran to (random: $ranmin,$ranmax)) (if: $pran<=$phc - $mdc)[(set:$phit to 1)] (else:)[(set:$phit to 0)] (set: $mran to (random: $ranmin,$ranmax)) (if: $mran<=$mhc - $pdc)[(set:$mhit to 1)] (else:)[(set:$mhit to 0)] <!--Overriding Hit Miss Outcome for shield and resting--> (if: $pattack is 3)[(if: $pstat's pa3overr is 0)[(set: $phit to 2)]] (if: $pattack is 4)[(if: $pstat's pa4overr is 0)[(set: $phit to 2)]] (if: $pattack is 5)[(set: $phit to 2)] (if: $overr is 4)[(set: $mhit to 2)] } { <!--Displaying Outcome--> (if: $phit is 1)[Your attacks hit! You do $displayhp[$ptempdam] damage!(set: $combo to $combo + 1)] (if: $phit is 0)[Your attacks miss!] (if: $phit is 2)[] (if: $mhit is 1)[The monster hits you! It does $displayhp[$mtempdam] damage!] (if: $mhit is 0)[The monster's attacks miss!] (if: $mhit is 2)[] <!--Dealing Damage--> (if: $mhit is 1)[(set: $pnow's php to $pnow's php - $mtempdam)] (if: $phit is 1)[(set: $mchp to $mchp - $ptempdam)] } <!--M:$mtempdam|+|(print: $cmonster's mhdam)|+|(print: $mrdam)|-|$pguard|+|(print: $pstat's pdef)|+|(print: $armour's ahdef) P:$ptempdam|+|(print: $pstat's pdam)|+|(print: $prdam)|+|(print: $weapon's wdam)|-|$mguard|+|(print:$cmonster's mdef)--> _______________________________________________________________________ (display: "fight"){ (set: $phit to 0) (set: $mhit to 0) (set: $ptempdam to 0) (set: $mtempdam to 0) (set: $prdam to (either: 0,0,0,0,1,1,1,1,2)) (set: $mrdam to (either: 0,0,1)) (set: $pguard to 0) (set: $mguard to 0) (set: $overr to 0) (set: $phc to $pstat's phc) (set: $pdc to $pstat's pdc) (set: $mhc to $cmonster's mhc) (set: $mdc to $cmonster's mdc) }(if: $pnow's php < 1)[(set: $slain to 1)(display: "slain")](elseif: $mchp < 1)[(display: "defeated")] (else:)[{The (print: $cmonster's mid) has $displayhp[$mchp] health. It (set: $mattack to (either: 1,2,3)) (if: $mattack is 1)[ (print: $cmonster's mprepare1)] (if: $mattack is 2)[ (print: $cmonster's mprepare2)] (if: $mattack is 3)[ (print: $cmonster's mprepare3)] } { (if: $pnow's pstm < 2 + $armour's astmc)[$greytext[Normal Attack - Not enough stamina!]] (else:)[(link: "Normal Attack")[(set: $pnow's pstm to $pnow's pstm - 2 + $armour's astmc) (set: $pattack to 1)(goto: "mfight")] - (print: 2 + $armour's astmc) stm || (link: "Hint")[Weak against Heavy Attacks. Normal Damage.]] } { (if: $combo > 1)[(if: $pnow's pstm < 4 + $armour's astmc)[$greytext[Heavy Attack - Not enough stamina!]] (else:)[(link: "Heavy Attack")[(set: $combo to 0)(set: $pnow's pstm to $pnow's pstm - 4 + $armour's astmc)(set: $pattack to 2)(goto: "mfight")] - (print: 4 + $armour's astmc) stm || (link: "Hint")[Weak against Dodge and Flanks. Extra Damage.]]](else:)[$greytext[Land hits on the enemy twice to unlock Heavy Attack!]] } { (if: $shield is 0)[(if: $pnow's pstm < 2 + $armour's astmc)[$greytext[Flank - Not enough stamina!]] (else:)[(link: "Dodge & Flank")[(set: $pnow's pstm to $pnow's pstm - 2 + $armour's astmc)(set: $pattack to 3)(goto: "mfight")] - (print: 2 + $armour's astmc) stm || (link: "Hint")[Weak against Normal Attacks. Half Damage.]]] }{ (if: $shield is 1)[(if: $pnow's pstm < 2 + $armour's astmc)[$greytext[Defend - Not enough stamina!]] (else:)[(link: "Defend")[(set: $pnow's pstm to $pnow's pstm - 2 + $armour's astmc)(set: $pattack to 4)(goto: "mfight")] - (print: 2 + $armour's astmc) stm || (link: "Hint")[Blocks most damage.]]] } { (link: "Hold")[(set: $pattack to 5)(goto: "mfight")] - Regain half your stamina. <!--{(if: $location is "vpath1")[(link: "Flee to the stone circles!")[(goto: "Start")]] } (if: $location is "gpath1")[(link: "Flee to the village!")[(goto: "Village")]]}-->] A shriveled merchant looks at you. "Hello, wanderer. Care to browse my wares? I sell weapons and armours, or I can buy your unused gear." (Display: "buy") (Display: "sell") {(link: "Back")[ (if: $location is "start")[(goto: "Start")] (if: $location is "village")[(goto: "Village")] ]} Buy Weapons: (if: $panima < $warray's w1's wbuyc)[$greytext[Buy (print: $warray's w1's wid). $have]](else:)[(link: "Buy (print: $warray's w1's wid).")[(if: $weapon is not $warray's w0)[(goto: "mustsellw")](else:)[(set: $panima to $panima - $warray's w1's wbuyc)(set: $weapon to $warray's w1)(goto: "shoptest")]]] - Cost $displayanima[(print: $warray's w1's wbuyc)] | +(print: $warray's w1's wdam) physical damage. (if: $panima < $warray's w2's wbuyc)[$greytext[Buy (print: $warray's w2's wid). $have]](else:)[(link: "Buy (print: $warray's w2's wid).")[(if: $weapon is not $warray's w0)[(goto: "mustsellw")](else:)[(set: $panima to $panima - $warray's w2's wbuyc)(set: $weapon to $warray's w2)(goto: "shoptest")]]] - Cost $displayanima[(print: $warray's w2's wbuyc)] | +(print: $warray's w2's wdam) physical damage. (if: $panima < $warray's w3's wbuyc)[$greytext[Buy (print: $warray's w3's wid). $have]](else:)[(link: "Buy (print: $warray's w3's wid).")[(if: $weapon is not $warray's w0)[(goto: "mustsellw")](else:)[(set: $panima to $panima - $warray's w3's wbuyc)(set: $weapon to $warray's w3)(goto: "shoptest")]]] - Cost $displayanima[(print: $warray's w3's wbuyc)] | +(print: $warray's w3's wdam) physical damage. Armour: (if: $panima < $aarray's a1's abuyc)[$greytext[Buy (print: $aarray's a1's aid). $have]](else:)[(link: "Buy (print: $aarray's a1's aid).")[(if: $armour is not $aarray's a0)[(goto: "mustsella")](else:)[(set: $panima to $panima - $aarray's a1's abuyc)(set: $armour to $aarray's a1)(goto: "shoptest")]]] - Cost $displayanima[(print: $aarray's a1's abuyc)] | +(print: $aarray's a1's ahdef) physical defense. (if: $panima < $aarray's a2's abuyc)[$greytext[Buy (print: $aarray's a2's aid). $have]](else:)[(link: "Buy (print: $aarray's a2's aid).")[(if: $armour is not $aarray's a0)[(goto: "mustsella")](else:)[(set: $panima to $panima - $aarray's a2's abuyc)(set: $armour to $aarray's a2)(goto: "shoptest")]]] - Cost $displayanima[(print: $aarray's a2's abuyc)] | +(print: $aarray's a2's ahdef) physical defense. (if: $panima < $aarray's a3's abuyc)[$greytext[Buy (print: $aarray's a3's aid). $have]](else:)[(link: "Buy (print: $aarray's a3's aid).")[(if: $armour is not $aarray's a0)[(goto: "mustsella")](else:)[(set: $panima to $panima - $aarray's a3's abuyc)(set: $armour to $aarray's a3)(goto: "shoptest")]]] - Cost $displayanima[(print: $aarray's a3's abuyc)] | +(print: $aarray's a3's ahdef) physical defense.Sell (if: $weapon is not $warray's w0)[(link: "Sell your (print: $weapon 's wid) for (print: $weapon's wsellc) anima.")[(set: $panima to $panima + $weapon's wsellc)(set: $weapon to $warray's w0)(goto:"shoptest")]](else:)[You have no primary weapon!] (if: $armour is not $aarray's a0)[(link: "Sell your (print: $armour 's aid) for (print: $armour's asellc) anima.")[(set: $panima to $panima + $armour's asellc)(set: $armour to $aarray's a0)(goto:"shoptest")]](else:)[You are wearing nothing!]You must sell your current weapon first! (display: "shoptest")You must sell your current armour first! (display: "shoptest"){ (set: $cmonster to (either: $marray's m1, $marray's m1, $marray's m2)) (set: $mchp to $cmonster's mhp) A monster attacks you! It is a (print: $cmonster's mid)! }(display: "fightinit")(if: $slain is 0)[__________________________________________________________________ || Health: $displayhp[(print: $pnow's php)/(print: $pstat's maxhp)] || Stamina: $displaystm[(print: $pnow's pstm)/(print: $pstat's maxstm)] || Mana: $displaymana[(print: $pnow's pmana)/(print: $pstat's maxmana)] || || Weilding: (print: $weapon's wid) || Wearing: (print: $armour's aid) || || You have $displayanima[$panima] anima || __________________________________________________________________] {(set: $pnow's php to $pstat's maxhp)(set: $pnow's pstm to $pstat's maxstm)(set: $pnow's pmana to $pstat's maxmana) }A new day dawns. You are fully rested. You regain health, stamina, and mana. {(if: $location is "start")[(display: "Start")] (if: $location is "village")[(display: "Village")] (if: $location is "graveyard")[(display: "graveyard")]}{ (set: $cmonster to (either: $marray's m2, $marray's m3)) (set: $mchp to $cmonster's mhp) A monster appears! It is a (print: $cmonster's mid)! }(display: "fightinit")(if: $slain is 0)[ {(if: $location is "start")[Stone Circle] (if: $location is "lpath1")[Lost] (if: $location is "vpath1")[Path to Village] (if: $location is "village")[Village] (if: $location is "gpath1")[Path to Graveyard] (if: $location is "graveyard")[Graveyard] (if: $location is "gpath2")[Catacombs] (if: $location is "crypt")[Crypt]} || Day: $day __________________________________________________________________] {(set: $event to (random: 1,3)) (if: $event is 1)[(set: $drop to (random: 4,6))(set:$panima to $panima + $drop)You come across a (either: "small box", "cloth bag", "pile of bones", "pebble pyramid", "glass bottle", "clay jar") containing $displayanima[$drop] anima.] (if: $event is 2)[An old water fountain, (link: "drink")[(goto: "drink1")] from it?] (if: $event is 3)[You come across a wooden chest, do you want to (link:"open")[(goto:"open1")] it?] } <!--All events have two states, both gives rewards but one would have negative effects and less rewards--> {(link: "Press on.")[ (if: $location is "vpath1")[(goto: "vpath1")] (if: $location is "fpath1")[(goto: "fpath1")] (if: $location is "gpath1")[(goto: "gpath1")] (if: $location is "gpath2")[(goto: "gpath2")] (if: $location is "cpath1")[(goto: "cpath1")] ]} { (set: $open to (either: 0,0,0,0,1,1,2)) (if: $open is 0)[The chest is empty!] (if: $open is 1)[(set: $pnow's php to $pnow's php - 1)You triggered a trap! A dart flies out of the chest and hurts you!] (if: $open is 2)[(set: $drop to (random: 30,40))(set: $panima to $panima + $drop)Fortune favours you! You find $displayanima[$drop] anima in the chest!] } {(link: "Press on.")[ (if: $location is "vpath1")[(goto: "vpath1")] (if: $location is "fpath1")[(goto: "fpath1")] (if: $location is "gpath1")[(goto: "gpath1")] (if: $location is "gpath2")[(goto: "gpath2")] (if: $location is "cpath1")[(goto: "cpath1")] ]} { (set: $echance to 2) (set: $rooms to (random: 12,16)) (set: $location to "gpath2") (goto:"gpath2") }A dark and musky corridor(set: $randomevent to (either: "Insects scuttle about among the piles of bones, skulls stare at you through empty sockets.","Row upon rows of coffins line the walls, too many to count.","Whispers caught in the draft. The ghosts of men, women, children, all dead and buried.","The walls and ceilings are thick with cobwebs and dust.", "Broken ceramic here and there, ashes and offerings scattered the floor"))(set: $fchance to (random: 0,4)) (if: $rooms is not 0)[(set: $encounter to (random: 0,$echance))(if: $encounter is not 0)[$randomevent](if: $encounter is 0)[(set: $echance to 2)(link:"Something appears in the fog!")[(set:$rooms to $rooms -1)(if: $fchance is 0)[(goto: "encountnonh")](else:)[(goto:"gpath2encount")]]]](else:)[You see a light in the darkness, the tomb is just ahead.] (if: $rooms is not 0)[(if: $encounter is not 0)[(set: $echance to $echance - 1)(set:$rooms to $rooms -1)(link-goto:"Press on.","gpath2")]](else:)[(link-goto:"Enter the crypt.","crypt")] (link: "Return to Graveyard")[(set: $location to "graveyard")(goto: "graveyard")] As you enter into the crypt, you hear the rhythmatic sounds of metal hitting the earth. By the light of a small torch you see a figure in a corner thrusting a shovel into the dirt and digging up bits and piece of bones. At the sound of your footsteps the figure turns around and you see the rotting face of the gravedigger, long dead but still continuing his work. Only instead of digging holes for the dead he is now digging them up. With a screech the gravedigger takes his shovel and rushes towards you!(set: $location to "crypt") (if: $mboss1defeated is 0)[(link: "Fight the gravedigger!")[(goto: "boss1encount")]](else:)[ The undead gravedigger has lived his last life, his spirit is long gone and there is nothing to replace the empty husk. [[Back|graveyard]] (Congratulations! You have completed the alpha demo! If you want to refight the gravedigger click (link-goto: "here", "boss1encount").) ] { (set: $cmonster to (either: $marray's m3, $marray's m4)) (set: $mchp to $cmonster's mhp) A monster appears! It is a (print: $cmonster's mid)! }(display: "fightinit")__________________________________________________________________ {(link-goto: "Village") (link-goto: "graveyard") (link-goto: "crypt") (link: "Add anima")[Done(set: $panima to $panima +1000)] (if: $fighting is 1)[(link: "Win")[.(set: $mchp to 0)(goto:"fight"))]] (if: $fighting is 1)[(link: "Die")[.(set: $pnow's php to 0)(goto:"fight"))]] (link: "Shield On")[(set: $shield to 1)] (link: "Shield Off")[(set: $shield to 0)] (link-goto: "test")}{ (set: $cmonster to $marray's mboss1) (set: $mchp to $cmonster's mhp) You are now fighting the (print: $cmonster's mid)! }(display: "fightinit")(set: $sarray to (datamap: "fire1", (datamap: "sid", "Fire Bolt","sdam","1"), "ice1", (datamap: "sid", "Ice Bolt", "sdam","2"), "shock1", (datamap: "sid", "Shock Bolt", "sdam", "3") )) { (set: $sinv to (a:)) } (set: $spell to 0) (goto: "spellTest")Thirteen tall bluestone blocks stand in a wide circle looking down upon you. They seem to be protecting the tree from the fog. (link: "Inspect")[(t8n: "dissolve")[On closer inspection, each stone has a Dim rune carved into it. Together they say: G A V D R O B L E I T R E ]] [[Return|Start]] The white tree is completely bare. Its bark is marked by many scratches on it, as if someone had been cutting tallies into it with a knife. There are too many to count. (link: "Make a mark on the tree")[(t8n: "dissolve")[You added a tally to the bark.]] [[Return|Start]] { (set: $echance to 4) (set: $location to "lpath1") (goto:"lpath1") } You are lost in the fog.(set: $randomevent to (either: "You hear muffled shouts a ways ahead of you.","You hold your hand out in front of you but you cannot see them.","You hear wet squelching under your feet.","You are damp from walking in the fog."))(set: $encounter to (random: 0,$echance)) (if: $encounter is not 0)[$randomevent](if: $encounter is 0)[(set: $echance to 4)(link:"Something appears in the fog!")[(goto: "lpath1encount")]] (if: $encounter is not 0)[(set: $echance to $echance - 1)(set:$rooms to $rooms -1)(link-goto:"Press on.","lpath1")] { (set: $cmonster to $marray's m0) (set: $mchp to $cmonster's mhp) Something is attacking you, but you cannot see them! }(display: "fightinit")Spirits like yourself, trapped by the fog here for an eternity. Many probably don't remember who they were or how they got here. <!--[[Talk to someone|Talk]]--> [[Return|Village]] The last thing you remember is dying. Someone or something killed you and the next thing you know you were here. [[Return|Start]] Double-click this passage to edit it.A bluestone the same as the ones from the stone circle. (link: "Inspect")[(t8n: "dissolve")[This stone has Dim runes carved into it too: G A V D R O B E R O E D G A V D R E A L R I M A T V L D R E G L E M R D]] [[Return|Village]] A bluestone the same as the ones from the stone circle. (link: "Inspect")[(t8n: "dissolve")[This stone has Dim runes carved into it too: G A V D R A D A E R V N T V L D R E R E T T E R ]] [[Return|graveyard]] Combat tedious Warning texts? Flavour path passage too boring, give them things to do everytime they are not in combat and on a path combat flavour text not obvious enough, have a system where remembering key words is essential in all fights. doing the correct sequence should reward players Hit miss annoying weapon sensitive attack which replaces heavy attack when in 10, damage between 3 and 4 is very big make early combatants have lower health but higher damage? first chest should give reward dont make reading annoying irritating Use anima as a sort of counter for life before your game is over. you get about 20 anima in the beginning, every death costs you base 10 Done: -Get rid of dodge or Defend(replace with context sensitive)(defend with shieldn dodge without) -enemies only do three types of attacks (from a pool of attack, heavy attack, dodge, defend) -holding should give more stamina(like half) First path too long and tedious make RNG more forgiving, 0 and 1Spend anima to grow stronger. Spirit LVL: || (print: $pstat's lvl) || (if: $panima >= $plvlreq)[(Link: "Level Up!")[(goto: "LVL")]](else:)[$greytext[Level Up! ]](Requires $plvlreq Anima.) Attributes: STR: || (print: $pattr's str) || (Determines health and damage) DEX: || (print: $pattr's dex) || (Determines stamina and defense) INT: || (print: $pattr's int) || (Determines mana and mana damage) {(if: $location is "start")[(link: "Back")[(goto: "Start")]] (if: $location is "village")[(link: "Back")[(goto: "Village")]] (if: $location is "graveyard")[(link: "Back")[(goto: "Village")]]} { (set: $panima to $panima - $plvlreq) (set: $pstat's maxhp to $pstat's maxhp + 1) (set: $pstat's maxstm to $pstat's maxstm + 1) (set: $pstat's maxmana to $pstat's maxmana + 1) (set: $pspoint to $pspoint + 1) (set: $pstat's lvl to $pstat's lvl + 1) (set: $plvlreq to $plvlreq + $plvlbase * $pstat's lvl) You are now Level (print: $pstat's lvl). Your Health, Stamina, and Mana increased! } Pick one stat to increase: (Link: "Strength")[(display: "STR")](Increase Health and Physical Damage) (Link: "Dexterity")[(display: "DEX")](Increase Stamina and Defense) (Link: "Intelligence")[(display: "INT")](Increase Mana and Mana Damage) (set: $a to 5) (print: (floor: $a/2)) { (if: $overr is 1)[] (if: $overr is 2)[(set: $phc to 0)(set: $mhc to 200)(set: $mtempdam to $cmonster's mcdam)] (if: $overr is 3)[(set: $phc to 200)] (if: $overr is 4)[(set: $phc to 200)(set: $mguard to $cmonster's mguard)] }{ (set: $ptempdam to $pstat's pcdam) (if: $overr is 1)[(set: $phc to 200)(set: $mhc to 50)] (if: $overr is 2)[(set: $mtempdam to $cmonster's mcdam)] (if: $overr is 3)[(set: $mdc to 200)] (if: $overr is 4)[(set: $phc to 200)(set: $mguard to $cmonster's mguard)] }{ (if: $overr is 1)[(set: $mhc to 200)] (if: $overr is 2)[(set: $pdc to 200)(set: $phc to 200)(set: $mtempdam to $cmonster's mcdam)] (if: $overr is 3)[] (if: $overr is 4)[(set: $mguard to $cmonster's mguard)] }{ (set: $pguard to $pstat's pguard) (if: $overr is 1)[(set: $mhc to 200)] (if: $overr is 2)[(set: $mhc to 200)(set: $mtempdam to $cmonster's mcdam)] (if: $overr is 3)[(set: $mhc to 200)] (if: $overr is 4)[(set: $mguard to $cmonster's mguard)] }{ (if: $pnow's pstm < $pstat's maxstm)[(set: $pnow's pstm to $pnow's pstm + (floor: $pstat's maxstm/2))(if: $pnow's pstm > $pstat's maxstm)[(set: $pnow's pstm to $pstat's maxstm)]](else:) (if: $overr is 1)[] (if: $overr is 2)[(set: $mtempdam to $cmonster's mcdam)] (if: $overr is 3)[(set: $mdc to 200)] (if: $overr is 4)[(set: $mguard to $cmonster's mguard)] }{ (set: $drink to (random: 0,7)) (if: $drink is not 0)[(set: $pnow's php to $pstat's maxhp)The water refreshes you!] (if: $drink is 0)[(set: $pnow's php to $pnow's php - 3)As you drink the water you notice it suddenly turns blood red, and a metallic taste fills your mouth. A stench of decay overwhelms you as you spit out the filth. But the damage is done.] } {(link: "Press on.")[ (if: $location is "vpath1")[(goto: "vpath1")] (if: $location is "fpath1")[(goto: "fpath1")] (if: $location is "gpath1")[(goto: "gpath1")] (if: $location is "gpath2")[(goto: "gpath2")] (if: $location is "cpath1")[(goto: "cpath1")] ]}