this is advanced coding unfortunately, as well as difficult Game Design (including Game Mechanics too).
if you want to take a look (actually play~test it ~ if I converted it correctly for v5.4) at it, I've got something started on this:
Turn Based Combat:
<asl version="540">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Test">
<gameid>d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c</gameid>
<version>1.0</version>
<pov type="object">player</pov>
<start type="script">
cc
</start>
<turns type="int">0</turns>
<statusattributes type="simplestringdictionary">turns = </statusattributes>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="defaultplayer" />
<inherit name="pc" />
<cur_hp type="int">999</cur_hp>
<max_hp type="int">999</max_hp>
<str type="int">100</str>
<end type="int">100</end>
<dex type="int">100</dex>
<agi type="int">100</agi>
<spd type="int">100</spd>
<hc type="int">100</hc>
<pd type="int">100</pd>
<pr type="int">100</pr>
</object>
<object name="orc1">
<inherit name="editor_object" />
<inherit name="npc" />
<hostile type="boolean">true</hostile>
<dead type="boolean">false</dead>
<alias>orc</alias>
<cur_hp type="int">999</cur_hp>
<max_hp type="int">999</max_hp>
<str type="int">25</str>
<end type="int">25</end>
<dex type="int">25</dex>
<agi type="int">25</agi>
<spd type="int">25</spd>
<hc type="int">25</hc>
<pd type="int">25</pd>
<pr type="int">25</pr>
</object>
</object>
<turnscript name="game_turns">
<enabled />
<script>
sa
game.turns = game.turns + 1
</script>
</turnscript>
<command name="fight">
<pattern>fight #text#</pattern>
<script>
battle_system (game.pov,text)
</script>
</command>
<type name="char">
<cur_hp type="int">0</cur_hp>
<drop type="boolean">false</drop>
<defending type="boolean">false</defending>
<max_hp type="int">0</max_hp>
<str type="int">0</str>
<end type="int">0</end>
<dex type="int">0</dex>
<agi type="int">0</agi>
<spd type="int">0</spd>
<hp type="int">0</hp>
<hc type="int">0</hc>
<pd type="int">0</pd>
<pr type="int">0</pr>
</type>
<type name="pc">
<inherit name="char" />
<statusattributes type="simplestringdictionary">hp = ;str = ;end = ;dex = ;agi = ;spd = ;hc = ;pd = ;pr = </statusattributes>
</type>
<type name="npc">
<inherit name="char" />
<dead type="boolean">false</dead>
<hostile type="boolean">false</hostile>
<displayverbs type="simplestringlist">Look at; Talk; Fight</displayverbs>
</type>
<function name="cc">
msg ("What is your name?")
get input {
game.pov.alias = result
msg (" - " + game.pov.alias)
show menu ("What is your gender?", split ("male;female" , ";"), false) {
game.pov.gender = result
show menu ("What is your race?", split ("human;dwarf;elf" , ";"), false) {
game.pov.race = result
show menu ("What is your class?", split ("warrior;cleric;mage;thief" , ";"), false) {
game.pov.class = result
msg (game.pov.alias + " is a " + game.pov.gender + " " + game.pov.race + " " + game.pov.class + ".")
wait {
ClearScreen
}
}
}
}
}
</function>
<function name="sa">
game.pov.hp = game.pov.cur_hp + " / " + game.pov.max_hp
</function>
<function name="battle_system" parameters="self,text">
enemy = GetObject (text)
if (enemy = null) {
foreach (obj,AllObjects()) {
if (obj.alias=text) {
enemy = obj
}
}
}
if (enemy = null) {
msg ("There is no " + text + " here.")
}
else if (not Doesinherit (enemy,"npc")) {
msg ("You can not battle that!")
}
else if (not npc_reachable (enemy)) {
msg ("There is no " + enemy.alias + " in your vicinity.")
}
else if (GetBoolean (enemy,"dead") = true) {
msg (enemy.alias + " is already dead.")
}
else if (GetBoolean (enemy,"hostile") = false) {
msg (enemy.alias + " is not hostile.")
}
else {
battle_sequence (self,enemy)
}
</function>
<function name="battle_sequence" parameters="self,enemy"><![CDATA[
if (enemy.dead = false) {
playerfirst=false
if (GetInt (self,"spd") > GetInt (enemy,"spd")) {
playerfirst=true
} else if (GetInt (self,"spd") = GetInt (enemy,"spd") and RandomChance (50)) {
playerfirst=true
}
if (playerfirst) {
msg ("You get to go first for this round")
self_battle_turn (self,enemy)
on ready {
if (not enemy.dead){
enemy_battle_turn (self,enemy)
}
}
} else {
msg (enemy.alias + " gets to go first for this round.")
enemy_battle_turn (self,enemy)
msg ("It is now your turn.")
self_battle_turn (self,enemy)
}
on ready {
msg ("The round has ended.")
msg("")
battle_sequence (self,enemy)
}
} else {
msg ("The battle is over.")
}
]]></function>
<function name="self_battle_turn" parameters="self,enemy"><![CDATA[
msg (self.alias + " has " + self.cur_hp + " HP left.")
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
wait {
show menu ("What is your battle choice?", split ("Attack;Defend;Cast;Item;Run", ";"), false) {
switch (result) {
case ("Attack") {
fourth_value = false
if (RandomChance (GetInt (enemy,"agi") - GetInt (self,"spd")) = true) {
msg (enemy.alias + "evaded your attack!")
fourth_value = true
}
else if (RandomChance (GetInt (enemy,"Dex") - GetInt (self,"agi")) = true) {
msg (enemy.alias + "parried your attack!")
fourth_value = true
}
else if (RandomChance (GetInt (enemy,"agi") - GetInt (self,"dex")) = true) {
msg (enemy.alias + "blocked your attack!")
fourth_value = true
}
else if (RandomChance (GetInt (self,"dex") - GetInt (enemy,"spd")) = false) {
msg ("Your attack missed " + enemy.alias +"!")
fourth_value = true
}
else if (RandomChance (GetInt (enemy,"pr") - GetInt (self,"hc")) = true) {
msg ("Your attack got resisted by " + enemy.alias +"!")
fourth_value = true
}
else if (fourth_value = false) {
if (self.defending = true and enemy.defending = true) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * 2 * GetInt (self,"pd") / 2 + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
self.defending = false
}
else if (self.defending = true and enemy.defending = false) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * 2 * GetInt (self,"pd") + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
self.defending = false
}
else if (self.defending = false and enemy.defending = true) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * GetInt (self,"pd") / 2 + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
}
else if (self.defending = false and enemy.defending = false) {
enemy.cur_hp = enemy.cur_hp - (crit_hit (self) * GetInt (self,"pd") + GetInt (self,"pd") * (GetInt (self,"str") - GetInt (enemy,"end")) / 100)
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
}
}
}
case ("Defend") {
if (self.defending = false) {
self.defending = true
}
}
case ("Cast") {
self.defending = false
}
case ("Item") {
self.defending = false
}
case ("Run") {
self.defending = false
}
}
if (GetInt (enemy,"cur_hp") > 0) {
if ( RandomChance (GetInt (self,"spd") - GetInt (enemy,"spd"))= true) {
msg ("You get an extra battle turn!")
self_battle_turn (self,enemy)
}
else {
msg ("Your battle turn is over.")
}
}
else if (GetInt (enemy,"cur_hp") <= 0) {
msg (enemy.alias + " is dead.")
msg ("You have won the battle!")
enemy.defending = false
enemy.dead = true
}
}
}
]]></function>
<function name="enemy_battle_turn" parameters="self,enemy"><![CDATA[
msg (self.alias + " has " + self.cur_hp + " HP left.")
msg (enemy.alias + " has " + enemy.cur_hp + " HP left.")
result = GetRandomInt (1,3)
switch (result) {
case (1) {
sixth_value = false
if (RandomChance (GetInt (self,"agi") - GetInt (enemy,"spd")) = true) {
msg ("You have evaded the attack!")
sixth_value = true
}
else if (RandomChance (GetInt (self,"dex") - GetInt (enemy,"agi")) = true) {
msg ("You have parried the attack!")
sixth_value = true
}
else if (RandomChance (GetInt (self,"agi") - GetInt (enemy,"dex")) = true) {
msg ("You have blocked the attack!")
sixth_value = true
}
else if (RandomChance (GetInt (enemy,"dex") - GetInt (self,"spd")) = false) {
msg (enemy.alias +"'s attack missed!")
sixth_value = true
}
else if (RandomChance (GetInt (self,"pr") - GetInt (enemy,"hc")) = true) {
msg ("You resisted the attack!")
sixth_value = true
}
else if (sixth_value = false) {
if (enemy.defending = true and self.defending = true) {
self.cur_hp = self.cur_hp - (crit_hit (enemy) * 2 * GetInt (enemy,"pd") / 2 + GetInt (enemy,"pd") * (GetInt (enemy,"str") - GetInt (self,"end")) / 100)
msg (self.alias + " has " + self.cur_hp + " HP left.")
enemy.defending = false
}
else if (enemy.defending = true and self.defending = false) {
self.cur_hp = self.cur_hp - (crit_hit (enemy) * 2 * GetInt (enemy,"pd") + GetInt (enemy,"pd") * (GetInt (enemy,"str") - GetInt (self,"end")) / 100)
msg (self.alias + " has " + self.cur_hp + " HP left.")
enemy.defending = false
}
else if (enemy.defending = false and self.defending = true) {
self.cur_hp = self.cur_hp - (crit_hit (enemy) * GetInt (enemy,"pd") / 2 + GetInt (enemy,"pd") * (GetInt (enemy,"str") - GetInt (self,"end")) / 100)
msg (self.alias + " has " + self.cur_hp + " HP left.")
}
else if (enemy.defending = false and self.defending = false) {
self.cur_hp = self.cur_hp - (crit_hit (enemy) * GetInt (enemy,"pd") + GetInt (enemy,"pd") * (GetInt (enemy,"str") - GetInt (self,"end")) / 100)
msg (self.alias + " has " + self.cur_hp + " HP left.")
}
}
}
case (2) {
if (enemy.defending = false) {
msg (enemy.alias + " has choosen to defend itself.")
enemy.defending = true
}
}
case (3) {
enemy.defending = false
msg ("Cast")
}
}
if (GetInt (self,"cur_hp") > 0) {
if (RandomChance (GetInt (enemy,"spd") - GetInt (self,"spd")) = true) {
msg (enemy.alias + " gets an extra battle turn!")
wait {
enemy_battle_turn (self,enemy)
}
}
else {
msg (enemy.alias + " 's battle turn is over.")
}
}
else if (GetInt (self,"cur_hp") <= 0) {
msg (self.alias + " has died.")
msg ("GAME OVER")
finish
}
]]></function>
<function name="npc_reachable" parameters="object" type="boolean">
value = false
foreach (x,ScopeReachableNotHeld ()) {
if (x=object) {
value = true
}
}
return (value)
</function>
<function name="crit_hit" parameters="object" type="int">
if (RandomChance (GetInt (object,"luck")) = true) {
value = 2
}
else {
value = 1
}
return (value)
</function>
</asl>
and here's just "leveling" (experience thresh-holds increase your level):
(no stat gains choosing "screen" set up yet though. I give stat points but you don't get to select them, I'm still working on how exactly to do~implement that, lol)
(hopefully this works for v5.4, if not, then let me know, and I'll work on trying to convert it for v5.4 again)
<asl version="540">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<game name="Testing Game Stuff">
<gameid>cd102f9d-370a-4bda-b6ea-ca42288f619c</gameid>
<version>1.0</version>
<start type="script">
msg ("What is your name?")
get input {
msg ("-" + result)
player.alias = result
show menu ("What is your gender?", split ("male;female" , ";"), false) {
player.gender = result
show menu ("What is your race?", split ("human;elf;dwarf" , ";"), false) {
player.race = result
show menu ("What is your class?", split ("warrior;cleric;mage;thief" , ";"), false) {
player.class = result
msg (player.alias + " is a " + " " + player.gender + " " + player.race + " " + player.class + ".")
}
}
}
}
</start>
</game>
<object name="room">
<inherit name="editor_room" />
<object name="player">
<inherit name="defaultplayer" />
<age type="int">0</age>
<height type="int">0</height>
<weight type="int">0</weight>
<strength type="int">0</strength>
<intelligence type="int">0</intelligence>
<agility type="int">0</agility>
<statusattributes type="stringdictionary">age = ;height = ;weight = ;strength = ;intelligence = ;agility = ;level = ;experience = ;cash = ;turns = </statusattributes>
<level type="int">0</level>
<experience type="int">0</experience>
<cash type="int">0</cash>
<turns type="int">0</turns>
</object>
<object name="potion100">
<inherit name="editor_object" />
<alias>100 exp potion</alias>
<take />
<displayverbs>Look at; Take; drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 100 experience.")
player.experience = player.experience + 100
</drink>
</object>
<object name="potion300">
<inherit name="editor_object" />
<alias>300 exp potion</alias>
<take />
<displayverbs>Look at; Take; drink</displayverbs>
<inventoryverbs>Look at; Use; Drop; drink</inventoryverbs>
<drink type="script">
msg ("You drink the exp potion, receiving 300 experience.")
player.experience = player.experience + 300
</drink>
</object>
</object>
<turnscript name="turns lvlup script">
<enabled />
<script>
lvlup
player.turns = player.turns + 1
</script>
</turnscript>
<function name="lvlup"><![CDATA[
if (player.experience >= player.level * 100 + 100) {
player.experience = player.experience - (player.level * 100 + 100)
player.level = player.level + 1
switch (player.gender) {
case ("male") {
player.strength = player.strength + 1
}
case ("female") {
player.agility = player.agility + 1
}
}
switch (player.race) {
case ("dwarf") {
player.strength = player.strength + 2
}
case ("elf") {
player.agility = player.intelligence + 2
}
case ("human") {
player.strength = player.strength + 1
player.agility = player.agility + 1
}
}
switch (player.class) {
case ("warrior") {
player.strength = player.strength + 2
}
case ("cleric") {
player.intelligence = player.intelligence + 1
player.agility = player.agility + 1
}
case ("mage") {
player.intelligence = player.intelligence + 2
}
case ("thief") {
player.strength = player.strength + 1
player.agility = player.agility + 1
}
}
lvlup
}
]]></function>
</asl>