d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c
1.0
player
cc
0
turns =
fight #text#
0
false
false
0
0
0
0
0
0
0
0
0
0
hp = ;str = ;end = ;dex = ;agi = ;spd = ;hc = ;pd = ;pr =
false
false
Look at; Talk; Fight
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
}
}
}
}
}
game.pov.hp = game.pov.cur_hp + " / " + game.pov.max_hp
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)
}
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.")
}
]]>
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
}
}
}
]]>
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
}
]]>
value = false
foreach (x,ScopeReachableNotHeld ()) {
if (x=object) {
value = true
}
}
return (value)
if (RandomChance (GetInt (object,"luck")) = true) {
value = 2
}
else {
value = 1
}
return (value)