d83ba5bb-2e3c-4f31-80c9-3e88a2dc082c 1.0 player cc 0 turns = 999 999 100 100 100 100 100 100 100 100 true false orc 999 999 25 25 25 25 25 25 25 25 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)