{ (set: $fighting to 1) (set: $mattack to 0) (set: $pattack 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: $pstat to (datamap: "maxhp", 10, "maxstm", 10, "maxmana", 5, "pdam", 1, "pcdam", 2, "pdef", 0, "pguard", 2, "phc", 80, "pdc", 10, "pa3overr", 0, "pa4overr", 0)) (set: $pnow to (datamap: "php", 10, "pstm", 10, "pmana", 5)) (set: $panima to 0) (set: $pattr to (datamap: "con", 1, "end", 1, "str", 1, "dex", 1, "int", 1)) (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) (display: "LvlTest") } Use anima to train yourself. Attributes: CON: || (print: $pattr's con) || (if: $panima >= $pconreq)[(Link-Goto:"Raise Constitution","CON")](else:)[$greytext[Raise Constitution ]](Requires $pconreq Anima) END: || (print: $pattr's end) || (if: $panima >= $pendreq)[(Link-Goto:"Raise Endurance","END")](else:)[$greytext[Raise Endurance ]](Requires $pendreq Anima) STR: || (print: $pattr's str) || (if: $panima >= $pstrreq)[(Link-Goto:"Raise Strength","STR")](else:)[$greytext[Raise Strength ]](Requires $pstrreq Anima) DEX: || (print: $pattr's dex) || (if: $panima >= $pdexreq)[(Link-Goto:"Raise Dexterity","DEX")](else:)[$greytext[Raise Dexterity ]](Requires $pdexreq Anima) INT: || (print: $pattr's int) || (if: $panima >= $pintreq)[(Link-Goto:"Raise Intelligence","INT")](else:)[$greytext[Raise Intelligence ]](Requires $pintreq Anima) <!--[[Resetlvl|LvlTestinit]]--> {(if: $location is "start")[(link: "Back")[(goto: "Start")]] (if: $location is "village")[(link: "Back")[(goto: "Village")]]} { (set: $panima to $panima - $pstrreq) (set: $pattr's str to $pattr's str + 1) (set: $pstat's pdam to $pstat's pdam + 1) (set: $pstat's pcdam to $pstat's pcdam + 1) (set: $pstat's pstmregen to $pstat's pstmregen + 1) (set: $pstrreq to $pstrreq + $pattrbase * $pattr's str) Your Strength is now (print: $pattr's str). Your damage output and stamina regeneration is increased! } (display: "LvlTest"){ (set: $panima to $panima - $pdexreq) (set: $pattr's dex to $pattr's dex + 1) (set: $pstat's phc to $pstat's phc + $hprcnt) (set: $pstat's pdc to $pstat's pdc + $dprcnt) (set: $pstat's pdef to $pstat's pdef +1) (set: $pdexreq to $pdexreq + $pattrbase * $pattr's dex) Your Dexterity is now (print: $pattr's dex). You are now more proficient in hitting and dodging. } (display: "LvlTest"){ (set: $panima to $panima - $pintreq) (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) Your Intelligence is now (print: $pattr's int). Your Mana and Mana damage increased! } (display: "LvlTest")CON Health Mana END Stamina Defence STR Damage Critical Damage DEX Hit Chance Dodge Chance INT Mana Damage Spell Level { (set: $panima to $panima - $pconreq) (set: $pattr's con to $pattr's con + 1) (set: $pstat's maxhp to $pstat's maxhp + 2) (set: $pstat's maxmana to $pstat's maxmana + 1) (set: $pconreq to $pconreq + $pattrbase * $pattr's con) Your Constitution is now (print: $pattr's con). Your Health and Mana increased! } (display: "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: "maxhp", 10, "maxstm", 10, "maxmana", 5, "pdam", 2, "pcdam", 2, "pdef", 0, "pguard", 2, "pstmregen", 2, "phc", 85, "pdc", 10, "pa3overr", 0, "pa4overr", 0)) (set: $pnow to (datamap: "php", 10, "pstm", 10, "pmana", 5)) (set: $panima to 0) (set: $pattr to (datamap: "con", 1, "end", 1, "str", 1, "dex", 1, "int", 1)) (set: $pattrbase to 30) (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: $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(142, 142, 134)")) (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", 4, "msdam", 0, "mmdam", 0, "mcdam", 0, "mdef", 999, "mguard", 999, "mhc", 200, "mdc", 200, "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.", "mprepare4", "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!", "maction4", "attacks you from the fog!", "ma3overr", 1, "ma4overr", 1), "m1", (datamap: "mid", "Feral Dog", "mhp", 8, "mhdam", 1, "msdam", 0, "mmdam", 0, "mcdam", 1, "mdef", 0, "mguard", 1, "mhc", 90, "mdc", 15, "mdrop", 7, "mprepare1", "growls at you menacingly.", "mprepare2", "tenses in a crouch and bares its fangs.", "mprepare3", "shifts its paws and looks at you cautiously.", "mprepare4", "tenses in a crouch.", "maction1", "bites you with its fangs!", "maction2", "pounces towards you and attacks furiously!", "maction3", "quickly dodges aside!", "maction4", "defends itself!", "ma3overr", 0, "ma4overr", 0), "m2", (datamap: "mid", "Skeleton", "mhp", 10, "mhdam", 2, "msdam", 0, "mmdam", 1, "mcdam", 2, "mdef", 0, "mguard", 2, "mhc", 80, "mdc", 15, "mdrop", 11, "mprepare1", "raises it's sword.", "mprepare2", "shifts its footing.", "mprepare3", "lowers its sword.", "mprepare4", "raises it's shield.", "maction1", "swings it's sword down at you!", "maction2", "thrusts it's sword rapidly at you!", "maction3", "leaps away from you!", "maction4", "defends itself with its shield and counter attacks!", "ma3overr", 0, "ma4overr", 1), "m3", (datamap: "mid", "Walking Corpse", "mhp", 12, "mhdam", 2, "msdam", 0, "mmdam", 0, "mcdam", 1, "mdef", 0, "mguard", 3, "mhc", 80, "mdc", 5, "mdrop", 15, "mprepare1", "shambles towards you.", "mprepare2", "makes to grab at you.", "mprepare3", "shambles away from you.", "mprepare4", "curls its arms around itself.", "maction1", "swings it's arms (or what's left of them) at you!", "maction2", "grasps at you and bites down!", "maction3", "tries to avoid your attacks and claws at you!", "maction4", "defends itself to protect it's vitals!", "ma3overr", 1, "ma4overr", 0), "m4", (datamap: "mid", "Skeleton Mage", "mhp", 15, "mhdam", 2, "msdam", 2, "mmdam", 0, "mcdam", 3, "mdef", 1, "mguard", 2, "mhc", 80, "mdc", 20, "mdrop", 25, "mprepare1", "raises it's arms and gestures towards you.", "mprepare2", "points at you with an index finger, its teeth chatters.", "mprepare3", "stops invoking spells.", "mprepare4", "raises it's arms and holds them in front of itself.", "maction1", "casts a stamina sapping ice spell at you!", "maction2", "fires a bolt of lighting at you from it's finger tip!", "maction3", "rattles away from you!", "maction4", "casts a shield spell in front of itself!", "ma3overr", 0, "ma4overr", 0), "mboss1", (datamap: "mid", "Undead Gravedigger", "mhp", 20, "mhdam", 5, "msdam", 0, "mmdam", 0, "mcdam", 4, "mdef", 2, "mguard", 2, "mhc", 85, "mdc", 10, "mdrop", 60, "mprepare1", "grunts and sweeps its shovel left and right.", "mprepare2", " moves towards you, raising its shovel.", "mprepare3", "lowers its shovel and growls.", "mprepare4", "holds its shovel before itself and smiles.", "maction1", "swings its shovel at you!", "maction2", "raises its shovel high above its head and brings it down at you.", "maction3", "dodges aside and flanks you!", "maction4", "guards itself with its shovel and counter attacks!", "ma3overr", 1, "ma4overr", 1), )) (set: $mrdam to (random: 0,2)) (set: $mchp to 1) (set: $cmonster to $marray's m1) <!----> }{ <!--Weapon--> (set: $warray to (datamap: "w0", (datamap: "wid", "Bare fists", "wdam", 0, "wdef", 0, "wbuyc", 0, "wsellc", 0), "w1", (datamap: "wid", "Dagger", "wdam", 1, "wdef", 1, "wbuyc", 10, "wsellc", 3), "w2", (datamap: "wid", "Shortsword", "wdam", 3, "wdef", 2, "wbuyc", 30, "wsellc", 9), "w3", (datamap: "wid", "Longsword", "wdam", 5, "wdef", 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", 15, "asellc", 4), "a3", (datamap: "aid", "Plate mail", "ahdef", 6, "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. (link: "Take the path.")[(display: "vpath1init")] (link: "Wander 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, some 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) carcass! {(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")]]} { (if: $pattack is 0)[] (if: $pattack is 1)[You swing your (print: $weapon's wid)!] (if: $pattack is 2)[(set: $phc to $phc - 15)(set: $ptempdam to $pstat's pcdam) You attack with all your might!] (if: $pattack is 3)[(set:$pdc to $pdc +30)You try to dodge!] (if: $pattack is 4)[(set:$pdc to $pdc -15)(set:$pguard to $pstat's pguard)You defend yourself.] (if: $pattack is 5)[(if: $pnow's pstm < $pstat's maxstm)[(set: $pnow's pstm to $pnow's pstm + $pstat's pstmregen) You hold your ground and gain some stamina.](else:)[ You hold your ground but your stamina was full!]] } { (if: $mattack is 0)[] (if: $mattack is 1)[The (print: $cmonster's mid) (print: $cmonster's maction1)] (if: $mattack is 2)[(set: $mhc to $mhc - 20)(set: $mtempdam to $cmonster's mcdam)The (print: $cmonster's mid) (print: $cmonster's maction2)] (if: $mattack is 3)[(set: $mdc to $mdc +20)(set:$mhc to $mhc -20)The (print: $cmonster's mid) (print: $cmonster's maction3)] (if: $mattack is 4)[(set: $mguard to $cmonster's mguard)(set:$mdc to $mdc - 5)(set:$mhc to $mhc -20)The (print: $cmonster's mid) (print: $cmonster's maction4)] <!----> (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: $mtempdam < 1)[(set: $mtempdam to 0)] (if: $ptempdam < 1)[(set: $ptempdam to 0)] <!--Calculating Damage--> }{ (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)] <!--Dice Roll--> (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 3)]] (if: $pattack is 5)[(set: $phit to 3)] (if: $mattack is 3)[(if: $cmonster's ma3overr is 0)[(set: $mhit to 2)]] (if: $mattack is 4)[(if: $cmonster's ma4overr is 0)[(set: $mhit to 3)]] } { (if: $phit is 1)[Your attacks hit the (print: $cmonster's mid)! You do $displayhp[$ptempdam] damage!] (if: $phit is 0)[Your attacks miss!] (if: $mhit is 1)[It hits you with it's attacks! It does $displayhp[$mtempdam] damage!] (if: $mhit is 0)[It's attacks miss!] (if: $phit is 2)[] (if: $phit is 3)[] (if: $mhit is 2)[] (if: $mhit is 3)[] <!----> (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: 0,0,0,0,1,1,2)) (set: $mrdam to (either: 0,0,0,0,1,1)) (set: $pguard to 0) (set: $mguard 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, 4)) (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: $mattack is 4)[ (print: $cmonster's mprepare4)] } { (if: $pnow's pstm < 2 + $armour's astmc)[$greytext[Attack - Not enough stamina!]] (else:)[(link: "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 || Normal Damage] } { (if: $pnow's pstm < 4 + $armour's astmc)[$greytext[Heavy Attack - Not enough stamina!]] (else:)[(link: "Heavy Attack")[(set: $pnow's pstm to $pnow's pstm - 4 + $armour's astmc)(set: $pattack to 2)(goto: "mfight")] - (print: 4 + $armour's astmc) stm || High Damage, Low Accuracy] } { (if: $pnow's pstm < 2 + $armour's astmc)[$greytext[Dodge - Not enough stamina!]] (else:)[(link: "Dodge")[(set: $pnow's pstm to $pnow's pstm - 2 + $armour's astmc)(set: $pattack to 3)(goto: "mfight")] - (print: 2 + $armour's astmc) stm] } { (if: $pnow's pstm < 1 + $armour's astmc)[$greytext[Defend - Not enough stamina!]] (else:)[(link: "Defend")[(set: $pnow's pstm to $pnow's pstm - 1 + $armour's astmc)(set: $pattack to 4)(goto: "mfight")] - (print: 1 + $armour's astmc) stm] } (link: "Hold")[(set: $pattack to 5)(goto: "mfight")] - Gain Stamina <!--{(if: $location is "vpath1")[(link: "Flee to the stone circles!")[(goto: "Start")]] (if: $location is "gpath1")[(link: "Flee to the village!")[(goto: "Village")]]}-->]{ (set: $panima to $panima - $pendreq) (set: $pattr's end to $pattr's end + 1) (set: $pstat's pdef to $pstat's pdef +1) (set: $pstat's maxstm to $pstat's maxstm + 1) (set: $pstat's pguard to $pstat's pguard + 1) (set: $pendreq to $pendreq + $pattrbase * $pattr's end) Your Dexterity is now (print: $pattr's end). You have higher stamina and defenses! } (display: "LvlTest")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, drinking from it refreshes you.(set: $pnow's php to $pstat's maxhp)] (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: "Skip Fight")[.(set: $mchp to 0)(goto:"fight"))]] (if: $fighting is 1)[(link: "Die")[.(set: $pnow's php to 0)(goto:"fight"))]]} { (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 $cmonster's mhp) Something is attacking you, but you cannot see them! }(display: "fightinit")Spirits like yourself, trapped by the fog here for an eternity. Many probably don't remember who they were or how they got here. <!--[[Talk to someone|Talk]]--> [[Return|Village]] The last thing you remember is dying. Someone or something killed you and the next thing you know you were here. [[Return|Start]] Double-click this passage to edit it.A bluestone the same as the ones from the stone circle. (link: "Inspect")[(t8n: "dissolve")[This stone has Dim runes carved into it too: G A V D R O B E R O E D G A V D R E A L R I M A T V L D R E G L E M R D]] [[Return|Village]] A bluestone the same as the ones from the stone circle. (link: "Inspect")[(t8n: "dissolve")[This stone has Dim runes carved into it too: G A V D R A D A E R V N T V L D R E R E T T E R [[Return|graveyard]] M:$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)