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@@ -27,6 +27,9 @@ opp_init[0] = (initBonus): attack faster/first
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opp_stun[0] = (stunner): make target unable to act for some amount of time
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}
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+!! Use the above with [1] and [2] for extra opponents
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+!! Use pcs_ prefix for Sveta and add [1] and [2] for allies. ie. $pcs_name[1] = 'Reinhold'
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+
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if $ARGS[0] = 'initFight':
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!! Clear Opponents from previous battle
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killvar '$opp_name'
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@@ -191,8 +194,28 @@ if $ARGS[0] = 'start':
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*pl func('cleanHTML',$HTMLText)
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- pcs_timer = 100 - pcs_react
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- opp_timer = 100 - opp_react[0]
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+ pcs_timer[0] = 100 - pcs_react
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+ if pcs_health[1] > 0:
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+ pcs_timer[1] = 100 - pcs_react[1]
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+ else
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+ pcs_timer[1] = 100
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+ end
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+ if pcs_health[2] > 0:
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+ pcs_timer[2] = 100 - pcs_react[2]
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+ else
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+ pcs_timer[2] = 100
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+ end
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+ opp_timer[0] = 100 - opp_react[0]
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+ if opp_health[1] > 0:
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+ opp_timer[1] = 100 - opp_react[1]
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+ else
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+ opp_timer[1] = 100
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+ end
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+ if opp_health[2] > 0:
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+ opp_timer[2] = 100 - opp_react[2]
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+ else
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+ opp_timer[2] = 100
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+ end
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act 'Engage': gt 'fight', 'main'
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@@ -203,14 +226,54 @@ end
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if $ARGS[0] = 'main':
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gs 'fight', 'result_check'
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- if pcs_timer > opp_timer:
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- pcs_timer = pcs_timer - opp_react[0]
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- opp_timer = 0
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- gt 'fight', 'opponent'
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- else
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- opp_react[0] = opp_react[0] - pcs_timer
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- pcs_timer = 0
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- gt 'fight', 'player'
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+ if pcs_timer[0] < opp_timer[0] and pcs_timer[0] < opp_timer[1] and pcs_timer[0] < opp_timer[2] and pcs_timer[0] < pcs_timer[1] and pcs_timer[0] < pcs_timer[2]:
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+ if opp_health[0] > 0: opp_timer[0] -= pcs_timer[0]
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+ if opp_health[1] > 0: opp_timer[1] -= pcs_timer[0]
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+ if opp_health[2] > 0: opp_timer[2] -= pcs_timer[0]
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+ if pcs_health[1] > 0: pcs_timer[1] -= pcs_timer[0]
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+ if pcs_health[2] > 0: pcs_timer[2] -= pcs_timer[0]
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+ pcs_timer[0] = 0
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+ gt 'fight', 'player', 0
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+ elseif pcs_timer[1] < opp_timer[0] and pcs_timer[1] < opp_timer[1] and pcs_timer[1] < opp_timer[2] and pcs_timer[1] < pcs_timer[0] and pcs_timer[1] < pcs_timer[2]:
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+ if opp_health[0] > 0: opp_timer[0] -= pcs_timer[1]
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+ if opp_health[1] > 0: opp_timer[1] -= pcs_timer[1]
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+ if opp_health[2] > 0: opp_timer[2] -= pcs_timer[1]
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+ if pcs_health[0] > 0: pcs_timer[0] -= pcs_timer[1]
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+ if pcs_health[2] > 0: pcs_timer[2] -= pcs_timer[1]
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+ pcs_timer[1] = 0
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+ gt 'fight', 'player', 1
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+ elseif pcs_timer[2] < opp_timer[0] and pcs_timer[2] < opp_timer[1] and pcs_timer[2] < opp_timer[2] and pcs_timer[2] < pcs_timer[1] and pcs_timer[2] < pcs_timer[0]:
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+ if opp_health[0] > 0: opp_timer[0] -= pcs_timer[2]
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+ if opp_health[1] > 0: opp_timer[1] -= pcs_timer[2]
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+ if opp_health[2] > 0: opp_timer[2] -= pcs_timer[2]
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+ if pcs_health[0] > 0: pcs_timer[0] -= pcs_timer[2]
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+ if pcs_health[1] > 0: pcs_timer[1] -= pcs_timer[2]
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+ pcs_timer[2] = 0
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+ gt 'fight', 'player', 2
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+ elseif opp_timer[0] < opp_timer[1] and opp_timer[0] < opp_timer[2] and opp_timer[0] < pcs_timer[0] and opp_timer[0] < pcs_timer[1] and opp_timer[0] < pcs_timer[2]:
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+ if opp_health[1] > 0: opp_timer[1] -= opp_timer[0]
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+ if opp_health[2] > 0: opp_timer[2] -= opp_timer[0]
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+ if pcs_health[0] > 0: pcs_timer[0] -= opp_timer[0]
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+ if pcs_health[1] > 0: pcs_timer[1] -= opp_timer[0]
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+ if pcs_health[2] > 0: pcs_timer[2] -= opp_timer[0]
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+ opp_timer[0] = 0
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+ gt 'fight', 'opponent', 0
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+ elseif opp_timer[1] < opp_timer[0] and opp_timer[1] < opp_timer[2] and opp_timer[1] < pcs_timer[0] and opp_timer[1] < pcs_timer[1] and opp_timer[1] < pcs_timer[2]:
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+ if opp_health[0] > 0: opp_timer[0] -= opp_timer[1]
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+ if opp_health[2] > 0: opp_timer[2] -= opp_timer[1]
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+ if pcs_health[0] > 0: pcs_timer[0] -= opp_timer[1]
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+ if pcs_health[1] > 0: pcs_timer[1] -= opp_timer[1]
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+ if pcs_health[2] > 0: pcs_timer[2] -= opp_timer[1]
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+ opp_timer[1] = 0
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+ gt 'fight', 'opponent', 1
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+ elseif opp_timer[2] < opp_timer[0] and opp_timer[2] < opp_timer[1] and opp_timer[2] < pcs_timer[0] and opp_timer[2] < pcs_timer[1] and opp_timer[2] < pcs_timer[2]:
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+ if opp_health[0] > 0: opp_timer[0] -= opp_timer[2]
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+ if opp_health[1] > 0: opp_timer[1] -= opp_timer[2]
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+ if pcs_health[0] > 0: pcs_timer[0] -= opp_timer[2]
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+ if pcs_health[1] > 0: pcs_timer[1] -= opp_timer[2]
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+ if pcs_health[2] > 0: pcs_timer[2] -= opp_timer[2]
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+ opp_timer[2] = 0
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+ gt 'fight', 'opponent', 2
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end
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end
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@@ -329,81 +392,168 @@ AttackTime[2] = 15
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ARGS[2] = Which target
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ARGS[3] = Which Attacker
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}
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-$fight['Attack'] = {
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- $fightAtk['Type'] = $ARGS[0]
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- $fightAtk['TargetType'] = $ARGS[1]
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- fightAtk['TargetNumber'] = ARGS[2]
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- fightAtk['AttackerNumber'] = ARGS[3]
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- if $fightAtk['TargetType'] = 'opp':
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+if $ARGS[0] = 'Attack':
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+ $fightAtk_Type = $ARGS[1]
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+ $fightAtk_TargetType = $ARGS[2]
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+ fightAtk_TargetNumber = ARGS[3]
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+ fightAtk_AttackerNumber = ARGS[4]
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+
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+ if $fightAtk_TargetType = 'opp' and fightAtk_AttackerNumber = 0:
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+ $fightAtk['AttackerType'] = 'pcs'
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+ $fightAtk['AttackerName'] = 'You'
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+ elseif $fightAtk_TargetType = 'opp':
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$fightAtk['AttackerType'] = 'pcs'
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- $fightAtk['AttackerPronoun'] = 'You'
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+ $fightAtk['AttackerName'] = $pcs_name['<<ARGS[3]>>']
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+ $fightAtk['DefenderName'] = $opp_name['<<ARGS[2]>>']
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$fightAtk['TargetPronoun'] = 'They'
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else
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$fightAtk['AttackerType'] = 'opp'
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- $fightAtk['AttackerPronoun'] = 'They'
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+ $fightAtk['AttackerName'] = $opp_name['<<ARGS[3]>>']
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+ $fightAtk['DefenderName'] = $pcs_name['<<ARGS[2]>>']
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$fightAtk['TargetPronoun'] = 'You'
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end
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- fightAtk['Type'] = arrpos('$AttackType',$fightAtk['Type'])
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- fightAtk['AttackerSkillValue'] = dyneval("result = <<$fightAtk['TargetType']>>_<<$AttackSkill[fightAtk['Type']]>>[<<fightAtk['TargetNumber']>>]")
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- fightAtk['TargetReactValue'] = dyneval("result = <<$fightAtk['TargetType']>>_react[<<fightAtk['AttackerNumber']>>]")
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- fightAtk['TargetAgilValue'] = dyneval("result = <<$fightAtk['TargetType']>>_agil[<<fightAtk['TargetNumber']>>]")
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- fightAtk['MinDamage'] = AttackMin[fightAtk['Type']]
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- fightAtk['MaxDamage'] = AttackMax[fightAtk['Type']]
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+ fightAtk_Type = arrpos('$AttackType',$fightAtk_Type)
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+ fightAtk['AttackerSkillValue'] = dyneval('result = <<$fightAtk_TargetType>>_<<$AttackSkill[fightAtk_Type]>>[<<fightAtk_TargetNumber>>]')
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+ fightAtk['TargetReactValue'] = dyneval('result = <<$fightAtk_TargetType>>_react[<<fightAtk_AttackerNumber>>]')
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+ fightAtk['TargetAgilValue'] = dyneval('result = <<$fightAtk_TargetType>>_agil[<<fightAtk_TargetNumber>>]')
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+ fightAtk['MinDamage'] = AttackMin[fightAtk_Type]
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+ fightAtk['MaxDamage'] = AttackMax[fightAtk_Type]
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- '<<$fightAtk["AttackerPronoun"]>> attempt a <<$fightAtk["Type"]>>!'
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+ if $fightAtk_TargetType = 'opp' and fightAtk_AttackerNumber = 0:
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+ 'You attempt to <<$fightAtk["Type"]>> <<$fightAtk["DefenderName"]>>!'
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+ else
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+ '<<$fightAtk["AttackerName"]>> attempts to <<$fightAtk["Type"]>> <<$fightAtk["DefenderName"]>>!'
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+ end
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*nl
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if fightAtk['AttackerSkillValue'] + rand(0,30) > fightAtk['TargetReactValue'] / 4 + 3 * fightAtk['TargetAgilValue'] / 4:
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!!Calculate Damage
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- dynamic "fightAtk['Damage'] = <<$fightAtk['AttackerType']>>_stren[<<fightAtk['AttackerNumber']>>] * rand(<<fightAtk['MinDamage']>>,<<fightAtk['MaxDamage']>>) / 15"
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+ dynamic "fightAtk['Damage'] = <<$fightAtk['AttackerType']>>_stren[<<fightAtk_AttackerNumber>>] * rand(<<fightAtk['MinDamage']>>,<<fightAtk['MaxDamage']>>) / 15"
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!!Apply Damage
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- gs 'fight', 'applyDamage', $fightAtk['TargetType'], fightAtk['TargetNumber'], fightAtk['Damage']
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+ gs 'fight', 'applyDamage', $fightAtk_TargetType, fightAtk_TargetNumber, fightAtk['Damage']
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if fightAtk['Damage'] > 10:
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- 'The hit is hard and <<$fightAtk["TargetPronoun"]>> reel in pain.'
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+ if $fightAtk_TargetType = 'opp' and fightAtk_AttackerNumber = 0:
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+ 'The hit is hard and you reel in pain.'
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+ else
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+ 'The hit is hard and <<$fightAtk["AttackerName"]>> reels in pain.'
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+ end
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else
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'Its a glancing blow, but still hurts.'
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end
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else
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- '<<$fightAtk["TargetPronoun"]>> avoid the blow.'
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+ if $fightAtk_TargetType = 'opp' and fightAtk_AttackerNumber = 0:
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+ 'You avoid the blow.'
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+ else
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+ '<<$fightAtk["AttackerName"]>> avoids the blow.'
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+ end
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end
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- dynamic "<<$fightAtk['AttackerType']>>_timer += AttackTime[fightAtk['Type']]"
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+ dynamic "<<$fightAtk['AttackerType']>>_timer += AttackTime[fightAtk_Type]"
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cla
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act 'Next': gt 'fight', 'main'
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killvar 'fightAtk'
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killvar '$fightAtk'
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-}
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+ killvar '$fightAtk_Type'
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+ killvar '$fightAtk_TargetType'
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+ killvar 'fightAtk_TargetNumber'
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+ killvar 'fightAtk_AttackerNumber'
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+end
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if $ARGS[0] = 'opponent':
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gs 'fight', 'statDisplay'
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- if opp_magik[0] > 0: gs 'fight', 'opp_spellcast'
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+ if pcs_health[0] > 0 and pcs_health[1] > 0 and pcs_health[2] > 0:
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+ TargetNumber = rand(0,2)
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+ elseif pcs_health[0] > 0 and pcs_health[1] > 0:
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+ TargetNumber = rand(0,1)
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+ elseif pcs_health[0] > 0 and pcs_health[2] > 0:
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+ if rand(0,1) = 0:
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+ TargetNumber = 0
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+ else
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+ TargetNumber = 2
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+ end
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+ elseif pcs_health[1] > 0 and pcs_health[2] > 0:
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+ TargetNumber = rand(1,2)
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+ elseif pcs_health[0] > 0:
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+ TargetNumber = 0
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+ elseif pcs_health[1] > 0:
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+ TargetNumber = 1
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+ else
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+ TargetNumber = 2
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+ end
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+!! if opp_magik[0] > 0: gs 'fight', 'opp_spellcast'
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if rand(0,opp_kick[0]) > 40:
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- dynamic $fight['Attack'], 'Kick', 'pcs', 0, 0
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+ gs 'fight', 'Attack', 'Kick', 'pcs', TargetNumber, ARGS[2]
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elseif rand(0,opp_punch[0]) > 40:
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- dynamic $fight['Attack'], 'Hard Punch', 'pcs', 0, 0
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+ gs 'fight', 'Attack', 'Hard Punch', 'pcs', TargetNumber, ARGS[2]
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else
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- dynamic $fight['Attack'], 'Jab', 'pcs', 0, 0
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+ gs 'fight', 'Attack', 'Jab', 'pcs', TargetNumber, ARGS[2]
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end
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end
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if $ARGS[0] = 'player':
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gs 'fight', 'statDisplay'
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+ if opp_health[0] > 0 and opp_health[1] > 0 and opp_health[2] > 0:
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+ TargetNumber = rand(0,2)
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+ elseif opp_health[0] > 0 and opp_health[1] > 0:
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+ TargetNumber = rand(0,1)
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+ elseif opp_health[0] > 0 and opp_health[2] > 0:
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+ if rand(0,1) = 0:
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+ TargetNumber = 0
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+ else
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+ TargetNumber = 2
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+ end
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+ elseif opp_health[1] > 0 and opp_health[2] > 0:
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+ TargetNumber = rand(1,2)
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+ elseif opp_health[0] > 0:
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+ TargetNumber = 0
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+ elseif opp_health[1] > 0:
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+ TargetNumber = 1
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+ else
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+ TargetNumber = 2
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+ end
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if pcs_magik > 0:
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act 'Cast a Spell': gs 'fight', 'spellcast'
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end
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+ if opp_health[0] > 0:
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+ act 'Kick <<$opp_name[0]>>':
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+ gs 'fight', 'Attack', 'Kick', 'opp', 0, ARGS[2]
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+ end
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- act 'Kick them':
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- dynamic $fight['Attack'], 'Kick', 'opp', 0, 0
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- end
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+ act 'Punch <<$opp_name[0]>> hard':
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+ gs 'fight', 'Attack', 'Hard Punch', 'opp', 0, ARGS[2]
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+ end
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- act 'Hard punch':
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- dynamic $fight['Attack'], 'Hard Punch', 'opp', 0, 0
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+ act 'Jab <<$opp_name[0]>>':
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+ gs 'fight', 'Attack', 'Jab', 'opp', 0, ARGS[2]
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+ end
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end
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+ if opp_health[1] > 0:
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+ act 'Kick <<$opp_name[1]>>':
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+ gs 'fight', 'Attack', 'Kick', 'opp', 1, ARGS[2]
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+ end
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+
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+ act 'Punch <<$opp_name[1]>> hard':
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+ gs 'fight', 'Attack', 'Hard Punch', 'opp', 1, ARGS[2]
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+ end
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- act 'Jab them':
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- dynamic $fight['Attack'], 'Jab', 'opp', 0, 0
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+ act 'Jab <<$opp_name[1]>>':
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+ gs 'fight', 'Attack', 'Jab', 'opp', 1, ARGS[2]
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+ end
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end
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+ if opp_health[2] > 0:
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+ act 'Kick <<$opp_name[2]>>':
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+ gs 'fight', 'Attack', 'Kick', 'opp', 2, ARGS[2]
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+ end
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+
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+ act 'Punch <<$opp_name[2]>> hard':
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+ gs 'fight', 'Attack', 'Hard Punch', 'opp', 2, ARGS[2]
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+ end
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+
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+ act 'Jab <<$opp_name[2]>>':
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+ gs 'fight', 'Attack', 'Jab', 'opp', 2, ARGS[2]
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+ end
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+ end
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end
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@@ -413,305 +563,18 @@ end
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if $ARGS[0] = 'pcs_spellcast':
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end
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-!!{
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-
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- if SasoriBody > 2 and healthV <= 0 or SasoriBody > 2 and manaV <= 0 or SasoriBody > 2 and willpowerV <= 0:
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- SasoriBody = SasoriBody - 1
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- gs'priziv','sasori'
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-
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- '<b><font color = red>The doll parts scatter all over and immediately head into battle mode.</font></b>'
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- '<b><font color = red>You hear the sonorous voice of Sasori, "I have a lots of dolls, you can''t beat me."</font></b>'
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- elseif SasoriBody = 2 and healthV <= 0 or SasoriBody = 2 and manaV <= 0 or SasoriBody = 2 and willpowerV <= 0:
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- SasoriBody = SasoriBody - 1
|
|
|
- gs'priziv','sasori1'
|
|
|
-
|
|
|
- '<b><font color = red>The last doll crumbles into pieces and you''ve finally reached Sasori.</font></b>'
|
|
|
- end
|
|
|
-
|
|
|
- if stunV > 0 and SasoriBody > 1:
|
|
|
- stunV = 0
|
|
|
-
|
|
|
- '<b><font color = red>The doll began to move again.</font></b>'
|
|
|
- end
|
|
|
-
|
|
|
- if stunV > 0 and SasoriBody = 1:
|
|
|
- stunV = 0
|
|
|
-
|
|
|
- '<b><font color = red>Sasori moves again.</font></b>'
|
|
|
- end
|
|
|
-
|
|
|
- if GedoMazo = 1 and healthV <= 0 or GedoMazo = 1 and manaV <= 0 or GedoMazo = 1 and willpowerV <= 0:
|
|
|
- GedoMazo = 2
|
|
|
- barierV = 0
|
|
|
|
|
|
- '<b><font color = green><<$boydesc>> He fell to the ground and turned to dust.</font></b>'
|
|
|
|
|
|
- gs'priziv','tobi'
|
|
|
|
|
|
- '<b><font color = green><<$boydesc>>Attack</font></b>'
|
|
|
- end
|
|
|
-
|
|
|
- if pcs_health <= 0 and heart = 0 and izanagi = 0:
|
|
|
- '<b><font color = red> You lost!</font></b>'
|
|
|
-
|
|
|
- xgt'ender','loss'
|
|
|
- exit
|
|
|
- elseif healthV <= 0 and heartV = 0 and izanagiV = 0:
|
|
|
- '<b><font color = green><<$boydesc>> You won!</font></b>'
|
|
|
-
|
|
|
- xgt'ender','win'
|
|
|
- exit
|
|
|
- elseif pcs_mana <= 0 and heart = 0 and izanagi = 0:
|
|
|
- '<b><font color = red> You won!</font></b>'
|
|
|
-
|
|
|
- xgt'ender','loss'
|
|
|
- exit
|
|
|
- elseif manaV <= 0 and heartV = 0 and izanagiV = 0:
|
|
|
- '<b><font color = green><<$boydesc>> lost!</font></b>'
|
|
|
-
|
|
|
- xgt'ender','win'
|
|
|
- exit
|
|
|
- elseif pcs_willpwr <= 0 and heart = 0 and izanagi = 0:
|
|
|
- '<b><font color = red> You lost!</font></b>'
|
|
|
-
|
|
|
- xgt'ender','loss'
|
|
|
- exit
|
|
|
- elseif willpowerV <= 0 and heartV = 0 and izanagiV = 0:
|
|
|
- '<b><font color = green><<$boydesc>> won!</font></b>'
|
|
|
-
|
|
|
- xgt'ender','win'
|
|
|
- exit
|
|
|
- end
|
|
|
-
|
|
|
- if izanagiV > 0 and healthV <= 0 or izanagiV > 0 and manaV <= 0 or izanagiV > 0 and willpowerV <= 0:
|
|
|
- izanagiV = izanagiV - 1
|
|
|
-
|
|
|
- '<b><font color = red><<$boydesc>> disappeared.</font></b>'
|
|
|
-
|
|
|
- healthV = vitalV*10 + strenV*5
|
|
|
- manaV = intelV*magikV + magikV*100 + vitalV*10
|
|
|
- willpowerV = willV*10
|
|
|
- stunV = 0
|
|
|
- if program = 6 and izanagiOnce = 0:izanagiOnce = 1 & unmaterialV = 40 & tobizanagi = 0
|
|
|
-
|
|
|
- '<b><font color = red><<$boydesc>> appeared in front of you, completely healthy. He folded his arms and made the magic sign for Izanagi, the perfect illusion.</font></b>'
|
|
|
- '<b><font color = red>The price for this spell was to sacrifice one of my eyes.</font></b>'
|
|
|
- elseif heartV > 0 and healthV <= 0 or heartV > 0 and manaV <= 0 or heartV > 0 and willpowerV <= 0:
|
|
|
- heartV = heartV - 1
|
|
|
-
|
|
|
- '<b><font color = red><<$boydesc>> staggered, as his heart burst.</font></b>'
|
|
|
-
|
|
|
- healthV = vitalV*10 + strenV*5
|
|
|
- manaV = intelV*magikV + magikV*100 + vitalV*10
|
|
|
- willpowerV = willV*10
|
|
|
- stunV = 0
|
|
|
-
|
|
|
- '<b><font color = red><<$boydesc>> stood up and got in a frenzy. He must have another heart.</font></b>'
|
|
|
- elseif izanagi > 0 and pcs_health <= 0 or izanagi > 0 and pcs_mana <= 0 or izanagi > 0 and pcs_willpwr <= 0:
|
|
|
- izanagi = izanagi - 1
|
|
|
|
|
|
- '<b><font color = green>He vanishes.</font></b>'
|
|
|
|
|
|
- pcs_health = pcs_vital*10 + pcs_stren*5
|
|
|
- pcs_willpwr = pcs_intel*5 + pcs_sprt*5
|
|
|
- pcs_mana = (pcs_intel*pcs_magik) + pcs_magik*100 + pcs_vital*10 + rikudo
|
|
|
- stun = 0
|
|
|
- zerkaloV = 0
|
|
|
- poisonV = 0
|
|
|
- bloodV = 0
|
|
|
|
|
|
- '<b><font color = green>All of a sudden he appears in front of you completely healthy.</font></b>'
|
|
|
- elseif heart > 0 and pcs_health <= 0 or heart > 0 and pcs_mana <= 0 or heart > 0 and pcs_willpwr <= 0:
|
|
|
- heart = heart - 1
|
|
|
- zerkaloV = 0
|
|
|
- poisonV = 0
|
|
|
- bloodV = 0
|
|
|
|
|
|
- '<b><font color = green>Your heart took too much of a beating and gave up.</font></b>'
|
|
|
|
|
|
- pcs_health = pcs_vital*10 + pcs_stren*5
|
|
|
- pcs_willpwr = pcs_intel*5 + pcs_sprt*5
|
|
|
- pcs_mana = (pcs_intel*pcs_magik) + pcs_magik*100 + pcs_vital*10 + rikudo
|
|
|
- stun = 0
|
|
|
|
|
|
- '<b><font color = green>You open your eyes as you''re not dead...</font></b>'
|
|
|
- end
|
|
|
|
|
|
- gs'before'
|
|
|
- '<b>= = = = = = = = = = = = = (ROUND <<round>>) = = = = = = = = = = = = =</b>'
|
|
|
- '<b><<$boydesc>></b> life <b><font color = red><<healthV>></font></b>, mana <b><font color = blue><<manaV>></font></b>, willpower <b><font color = green><<willpowerV>></font></b>'
|
|
|
- if defenceV > 0:'<b><font color = red>Protection <<defenceV>> units</font></b>'
|
|
|
- if defenceMV > 0:'<b><font color = red>Mana protection <<defenceMV>> units</font></b>'
|
|
|
- if defenceWV > 0:'<b><font color = red>Will protection <<defenceWV>> units</font></b>'
|
|
|
- 'Your life <b><font color = red><<pcs_health>></font></b>, mana <b><font color = blue><<pcs_mana>></font></b>, willpower <b><font color = green><<pcs_willpwr>></font></b>'
|
|
|
- if defence > 0:'<b><font color = green>Protection <<defence>> units</font></b>'
|
|
|
- if defenceM > 0:'<b><font color = green>Mana impact protection <<defenceM>> units</font></b>'
|
|
|
- if defenceW > 0:'<b><font color = green>Will impact protection <<defenceW>> units</font></b>'
|
|
|
- if defenceAct > 0:'<b><font color = green><<defenceAct>> Regeneration</font></b>'
|
|
|
- if defenceActM > 0:'<b><font color = green><<defenceActM>> Mana recovery protection</font></b>'
|
|
|
- if unmaterial > 0:'<b><font color = green>You''re <<unmaterial>> strokes are not material.</font></b>'
|
|
|
- '<b>= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =</b>'
|
|
|
- gs'init'
|
|
|
-
|
|
|
- if hod = 0:
|
|
|
- !player attacks
|
|
|
- '<font color = green>Choose your attack</font>'
|
|
|
-
|
|
|
- if gun > 0:
|
|
|
- !Boomstick
|
|
|
- if bulletIn > 0:
|
|
|
- 'You have <<bulletIn>> bullets loaded in the gun.'
|
|
|
-
|
|
|
- act 'Pistol shot':
|
|
|
- cla
|
|
|
- bulletIn -= 1
|
|
|
- gunpower = 150
|
|
|
- buu = 1
|
|
|
- gunpricel = 1
|
|
|
- Gcrime += 1
|
|
|
- gt'strelba'
|
|
|
- end
|
|
|
- elseif bulletIn <= 0:
|
|
|
- if bullet = 0:
|
|
|
- 'You''re out of ammunition.'
|
|
|
- elseif bullet>0:
|
|
|
- 'You have <<bullet>> left.'
|
|
|
-
|
|
|
- act 'Reload':
|
|
|
- cla
|
|
|
- if bullet < 7:
|
|
|
- bulletIn = bullet
|
|
|
- bullet = 0
|
|
|
-
|
|
|
- 'You reload the empty gun.'
|
|
|
- end
|
|
|
- if bullet >= 7:
|
|
|
- bullet -= 7
|
|
|
- bulletIn = 7
|
|
|
-
|
|
|
- 'You reload all the 7 bullets in the gun.'
|
|
|
- end
|
|
|
-
|
|
|
- act 'Further':gt'fight','sta'
|
|
|
- end
|
|
|
- end
|
|
|
- end
|
|
|
- end
|
|
|
-
|
|
|
- if Mgun > 0:
|
|
|
- !Boomstick
|
|
|
- if mbulletIn > 0:
|
|
|
- 'You have <<mbulletIn>> bullets left in the machine gun.'
|
|
|
-
|
|
|
- act 'Single shot':
|
|
|
- cla
|
|
|
- mbulletIn -= 1
|
|
|
- buu = 1
|
|
|
- gunpower = 300
|
|
|
- gunpricel = 2
|
|
|
- Gcrime += 1
|
|
|
- gt'strelba'
|
|
|
- end
|
|
|
-
|
|
|
- if mbulletIn >= 3:
|
|
|
- act 'Burst shot':
|
|
|
- cla
|
|
|
- mbulletIn -= 3
|
|
|
- buu = 3
|
|
|
- gunpower = 300
|
|
|
- gunpricel = 1
|
|
|
- Gcrime += buu
|
|
|
- gt'strelba'
|
|
|
- end
|
|
|
- act 'Automatic shot':
|
|
|
- cla
|
|
|
- buu = mbulletIn
|
|
|
- mbulletIn = 0
|
|
|
- gunpower = 300
|
|
|
- gunpricel = 0
|
|
|
- Gcrime += buu
|
|
|
- gt'strelba'
|
|
|
- end
|
|
|
- end
|
|
|
- elseif mbulletIn <= 0:
|
|
|
- if mbullet = 0:
|
|
|
- 'You''ve run out of ammunition.'
|
|
|
- elseif mbullet > 0:
|
|
|
- 'You have <<mbullet>> bullets left in the machine gun.'
|
|
|
-
|
|
|
- act 'Reload':
|
|
|
- cla
|
|
|
- if mbullet < 7:
|
|
|
- mbulletIn = mbullet
|
|
|
- mbullet = 0
|
|
|
-
|
|
|
- 'You reload the empty gun.'
|
|
|
- end
|
|
|
- if mbullet >= 30:
|
|
|
- mbullet -= 30
|
|
|
- mbulletIn = 30
|
|
|
-
|
|
|
- 'You''ve reloaded 30 bullets for the machine gun.'
|
|
|
- end
|
|
|
-
|
|
|
- act 'Further':gt'fight','sta'
|
|
|
- end
|
|
|
- end
|
|
|
- end
|
|
|
- end
|
|
|
+!!--------------------------------------------------old shit--------------------------------------------------
|
|
|
|
|
|
- if tragun > 0:
|
|
|
- !travmatik
|
|
|
- if tbulletIn > 0:
|
|
|
- 'You have <<mbulletIn>> bullets left in the non-lethal gun.'
|
|
|
-
|
|
|
- act 'Pistol shot':
|
|
|
- cla
|
|
|
- tbulletIn -= 1
|
|
|
- gunpower = 50
|
|
|
- buu = 1
|
|
|
- gunpricel = 0
|
|
|
- gt'strelba'
|
|
|
- end
|
|
|
- elseif tbulletIn <= 0:
|
|
|
- if tbullet = 0:
|
|
|
- 'You''ve run out of ammunition.'
|
|
|
- elseif tbullet > 0:
|
|
|
- 'You have <<mbullet>> bullets left in the non-lethal gun.'
|
|
|
-
|
|
|
- act 'Charge':
|
|
|
- cla
|
|
|
- if tbullet >= 1:
|
|
|
- tbullet -= 1
|
|
|
- tbulletIn = 1
|
|
|
-
|
|
|
- 'You reload the empty gun.'
|
|
|
- end
|
|
|
-
|
|
|
- act 'Further':gt'fight','sta'
|
|
|
- end
|
|
|
- end
|
|
|
- end
|
|
|
- end
|
|
|
- if autocombat_cheat = 0 or pcs_magick > 0:
|
|
|
- act 'Physical Attack':xgt'boxing'
|
|
|
- if pcs_magik > 0: act 'Magical Attack':gt'magik'
|
|
|
- act 'Surrender to your opponent': autocombat_surrender = 1 & gt 'ender', 'loss'
|
|
|
- elseif autocombat_cheat = 1 and pcs_magick = 0:
|
|
|
- xgt'boxing'
|
|
|
- end
|
|
|
- elseif hod = 1:
|
|
|
- !enemy attacks
|
|
|
- '<font color = red><<$boydesc>> attacks</font>'
|
|
|
- if autocombat_cheat = 0:
|
|
|
- act 'Continue': xgt'enemy','start'
|
|
|
- act 'Surrender to your opponent': autocombat_surrender = 1 & gt 'ender', 'loss'
|
|
|
- elseif autocombat_cheat = 1:
|
|
|
- xgt'enemy','start'
|
|
|
- end
|
|
|
- end
|
|
|
-end
|
|
|
-}
|
|
|
|
|
|
if $ARGS[0] = 'sta':
|
|
|
menu_off = 1
|
|
@@ -791,5 +654,6 @@ if $ARGS[0] = 'Wrestlergen':
|
|
|
!!fat[1] = 100
|
|
|
end
|
|
|
end
|
|
|
+
|
|
|
--- fight ---------------------------------
|
|
|
|