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- *title Reignmaker
- *author Shawn Reed
- *scene_list
- startup
- choicescript_stats
- yearly
- events
- training
- ending
- *create mcname "you"
- *create mclastname "there"
- *create mctype "unknown"
- *create mcsubtype "unknown"
- *create direction "unknown"
- *create name "young"
- *create lastname "master"
- *create gender "unknown"
- *create soul "unknown"
- *create title "majesty"
- *create orientation "unknown"
- *create type "unknown"
- *create subtype "unknown"
- *create meritin "unknown"
- *create flawin "unknown"
- *create merit "unknown"
- *create flaw "unknown"
- *create chosenweapon "unknown"
- *create armorstyle "unknown"
- *create acquiredmerit "unknown"
- *create acquiredflaw "unknown"
- *create country "unknown"
- *create home "unknown"
- *create dad "unknown"
- *create strength 9
- *create dexterity 9
- *create intelligence 9
- *create charisma 9
- *create endurance 9
- *create good 50
- *create obedience 75
- *create relationship 50
- *create time 1
- *create age 0
- *create birthday1 "unknown"
- *create birthday2 1
- *create season "unknown"
- *create sstart "unknown"
- *create eventwhen 0
- *create eventwhich 0
- *create primary 0
- *create secondary 0
- *create tertiary 0
- *create t1 0
- *create t2 0
- *create t3 0
- *create ptrain 0
- *create strain 0
- *create ttrain 0
- *create pt "unknown"
- *create st "unknown"
- *create tt "unknown"
- *create str 0
- *create dex 0
- *create end 0
- *create int 0
- *create cha 0
- *create randroll 0
- *create behavior 0
- *create pr 0
- *create sr 0
- *create tr 0
- *create npr 0
- *create nsr 0
- *create ntr 0
- *create ppsr 0
- *create pssr 0
- *create ptsr 0
- *create npsr 0
- *create nssr 0
- *create ntsr 0
- *create png 0
- *create sng 0
- *create tng 0
- *create pnl 0
- *create snl 0
- *create tnl 0
- *create score 0
- *create alertness 0
- *create ettiquette 0
- *create combat 0
- *create guard 0
- *create dodge 0
- *create magic 0
- *create healing 0
- *create survival 0
- *create leadership 0
- *create oracle 0
- *create organization 0
- *create creativity 0
- *create education 0
- *create mcman "man"
- *create mche "he"
- *create mchim "him"
- *create mchis "his"
- *create man "man"
- *create he "he"
- *create soulhe "he"
- *create him "him"
- *create his "his"
- *create rman "man"
- *create rhe "he"
- *create rhim "him"
- *create rhis "his"
- *create tman "man"
- *create the "he"
- *create thim "him"
- *create this "his"
- *create ro1name "unknown"
- *create ro1gender "male"
- *create ro1man "man"
- *create ro1he "he"
- *create ro1him "him"
- *create ro1his "his"
- *create ro2name "unknown"
- *create ro2gender "male"
- *create ro2man "man"
- *create ro2he "he"
- *create ro2him "him"
- *create ro2his "his"
- *create ro3gender "male"
- *create ro3man "man"
- *create ro3he "he"
- *create ro3him "him"
- *create ro3his "his"
- *create check1 0
- *create check2 0
- *create check3 0
- *create check4 0
- *create check5 0
- *create check6 0
- *create check7 0
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- *create roll1 0
- *create roll2 0
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- *create roll23 0
- *create roll24 0
- *create roll25 0
- *create royaltyfall 0
- Reignmaker is a raising simulation game in which your goal is to raise a young Prince or Princess in exile to adulthood. How you do so- how you raise the child and what you teach them, will affect their reign as King or Queen.
- Right now, the game is at only the most bare-bones of playable states. We're talking not even complete skeleton as of yet. I plan to do work on this whenever I feel a need to take a break from my main WIP, so chances are progress will [i]not[/i] be swift. However, because any progress made can be easily integrated by way of having the skeleton of coding already done, any progress that is made can be made into an update easily.
- Please note that I want to make the coding for the game open-source. Essentially, I want to allow people to see the coding/scripting for the game, and potentially draw inspiration from it. It also may provide a roadmap for progress and game development and design process, or at least give ideas for some people seeking to implement creative coding in their own projects. I will attempt to keep it open as long as possible, but at some point it may close if the game approaches a publishable state.
- Features yet to come:
- *line_break
- By-age training differences. This is in progress but not fully developed.
- *line_break
- Yearly birthday story events.
- *line_break
- Randomized yearly story events that may be either positive or negative.
- *line_break
- An obedience system which will help influence training results positively or negatively.
- *line_break
- More influences to training results including influences from secondary classing, tutor influence, RO influence, high relationship from the MC, acquired merits and flaws, and more specific influences for existing merits and flaws. Also influences from skills feeding into stat training, and possibly more such as from events.
- *line_break
- More comprehensive explanation on training results incorporating natural aptitudes/disabilities and associated merits/flaws.
- *line_break
- A story event at the end in reclaiming the throne.
- *line_break
- A comprehensive ending detailing the reign according to the various statistics.
- *line_break
- A stat-screen codex to explain various stats/skills/classes/people, ect, and the Prince/Princess' ability with each given context.
- *line_break
- Achievements.
- *line_break
- Possibly implementation of more fleshed out appearance for the Prince/Princess. Undecided on this, as well as whether to make it randomized or player decision.
- *line_break
- Any additional 'polish' I can think of as things progress.
- *gosub_scene startup randoms
- *gosub_scene startup startingfactors
- *page_break
- *label beginning
- Here you are, the grand hall of the royal palace. You are bloodied and battered, but not broken. The invading forces of Dantelus Valar are running rampant in the streets, your forces being pushed back time and again, growing thinner each time. Now you are all that stands between the invaders and your liege, the King of Lecure.
- *line_break
- *line_break
- The timing could not be any more dreadful. Her majesty the Queen who would normally be helping to prevent the calamity that has occurred, is presently in her chambers giving birth to the firstborn heir. Assuming you aren't all slaughtered during this invasion, which is all too close to happening. Even now, you can hear her cries echoing through the halls as she gives birth.
- *line_break
- *line_break
- The enemy squad leader, a knight in black-laquered armor with gold leaf trimming, points dramatically at you and your liege with their sword. "Slay them!" rings out the scratchy voice from within the helm.
- *line_break
- *line_break
- Perhaps against sixteen armed individuals, two solitary figures would be no match, ordinarily. However, [i]you[/i] have a little surprise for them.
- *fake_choice
- #It pains me to do so, but this is the very last resort. I am oathbound to protect my liege at all costs.
- *set good +10
- #War is brutal, and though I don't relish the choice, I acknowledge that it must be done.
- *set good +0
- #They made a very horrible mistake indeed not recognizing you. And you're going to have fun showing them their mistake.
- *set good -10
- You step forward and raise your hand. "I am
- *line_break
- (input your first/personal name)
- *input_text mcname
- (and now input your last/family name)
- *input_text mclastname
- *if good > 50
- and I shall be your opponent. My condolences."
- *if good = 50
- and this is the end of the line for you."
- *if good < 50
- and I am your death."
- *fake_choice
- #For you see, I am the most skilled warrior in the realm. They're in for a brutal lesson in underestimating an opponent.
- *set mctype "knight"
- You whirl your fauchard and snap it into position, the blade glowing with power. The squad leader signals with his sword, and the troops rush forward.
- The irony of numbers is that, with too many, each is inevitably getting in the way of the others. One's thrust prevents another from guarding properly as you slice through their arm. One cannot pull back properly because of another as you spear through their neck. It's a bloody dance that actually intensifies the fewer that remain, over all too soon.
- You are left over a pile of corpses and near corpses, leaning on your fauchard as the fatigue catches up to you. The enemy squad leader grunts and sets their feet flawlessly, shield before them and sword raised in challenge as they begin to advance.
- #For you see, my reserves of magic are not yet spent. Time to unleash devastation.
- *set mctype "wizard"
- Your hands twist, an arcane glow building around them. The squad leader shows an almost preternatural awareness, perhaps having faced wizards before and knowing what is to come next. They slam to the ground, armor and all, with their shield raised over their head between you.
- And then you push forward with the power, arcing waves of searing flame blasting into the troops and setting them alight like shrieking torches. One by one the screams subside and the power subsides like an ebb tide.
- The remaining enemy wobbles to their feet and unclasps the gauntlet from their arm and lets it fall, the shield still glowing red-hot at the edges and all the paint scorched from the front. You raise a hand to finish the job, but bend over as a fit of nausea threatens to overwhelm you. You're at your limit.
- #For you see, I have prepared a nasty trap for just such an eventuality. And they're all lined up perfectly.
- *set mctype "assassin"
- You give the troops a most eloquent flourish, using it as a means to retrieve the engagement device from your belt of pockets. Then you salute their service, and push the button. The squad leader shows an almost preternatural awareness in noticing the object in your hand and rolls forward, armor and all, just in time.
- The device you invented ignites the powder of the cannons lined up behind the false wall, and a dozen cannons packed with grapeshot roar almost simultaneously, scything through the ranks of troops like an autumn harvest. Not a one remains in fighting condition save the commander, and few beyond that are even alive, though the moans and those few echo in the spacious stone hall.
- Your other hand then whips around the hand-crossbow and fires it at the remaining enemy, but they manage to bring their shield up just enough that it glances off the very edge, wobbling past their neck by mere inches. And unfortunately, you're spent. You've no more tricks save the daggers at your waist, which you draw courageously.
- #For you see, the gods are on my side. These men cannot stop me from calling down the wrath of the heavens upon them.
- *set mctype "cleric"
- Your eyes begin to glow with an inner light as you begin rising to float above the floor, speaking words of power.
- The invaders hesitate, and a couple collapse to their knees murmuring in fear as the earth begins to shake. The shaking intensifies, and the ground begins to split, a large crack running along the floor between you and your foes, and up the walls. Then dust rains down from the ceiling. The squad leader shows a nearly preternatural awareness as he rolls forward, armor and all, not a moment too soon as the ceiling collapses upon the rest of the troops.
- You sink back to the ground, immensely fatigued, and it takes sheer force of will not to collapse to your own knees when your feet touch the ground and the power leaves you.
- Then you feel a hand gently but firmly placed upon your shoulder. "You have done most admirably. Let Us finish this. See to Our queen, and to Our heir. Go now, $!{mcname}."
- *if good > 50
- "I should not leave you, your Majesty!" you protest.
- *if good = 50
- "Yes, your Majesty." you reply with a salute, though it weighs heavy on you.
- Seeing the look in your eyes, your King speaks again.
- *if good < 50
- You growl lightly as you glance at the remaining enemy, but snap your eyes back to your King and give a sharp salute. "As you will, my Liege."
- Understanding your hesitation, he replies.
- "We are not helpless, though Our child has naught but nursemaids. You We trust most with this. Go. Now!"
- You can do naught but salute and hurry towards the royal chambers, as the clash of metal and combat rings out behind you.
- *page_break
- The cries from the royal chambers have grown quiet, and you do all in your power to not fear the worst. It is well known that childbirth is a battle of its own, and not always one that is won.
- You sweep past the twittering nursemaids in time to hear one exclaim "'Tis a baby
- *if gender = "male"
- boy!"
- *if gender = "female"
- girl!"
- as they hand a bundle to your haggard-looking Queen.
- The maids are nervous, understandably. But there is a considerable amount of blood in the basin and a pile of bloodstained sheets. Your own expression grows dim.
- *if gender = "male"
- *set name "Durandal"
- "A boy?" your Queen asks hoarsely, managing a drawn smile. "A Prince. Then he shall be named Durandal. Durandal Escaliare, second of his name." she says, smiling and cradling the crying bundle in her arms, who settles down.
- *if gender = "female"
- *set name "Regine"
- "A girl?" your Queen asks hoarsely, managing a drawn smile. "A Princess. Then she shall be named Regine. Regine Escaliare, third of her name." she says, smiling and cradling the crying bundle in her arms, who settles down.
- Then the Queen notices you, and bids you come forward. She then adresses the maids. "Leave us."
- You each wait for the room to clear, and she asks "What news?" when it has.
- "My Liege bid me here to protect you and the child. The gates have already fallen, it is just a matter of time before more soldiers arrive."
- The Queen looks grim as she processes this information. "Then, I bid you thus. Take my child. Take my child and flee. Raise ${him} as your own until such time they might come of age to rule. I bleed. I am cut, and do not doubt I am long for this world. We have allies. This invasion shall not stand, as long as a rightful heir remains. Take my child." the Queen beseeches, breaking down to tears. "And see that ${he} is raised to become a worthy ruler. See that ${he} shall have ${his} throne, when the time is right. Do this for me? For a dying woman. For your Queen."
- The things you want to say cannot push past the lump in your throat. And so, you kneel. And, when she passes the baby to you, weeping, you take the babe in your arms. "I shall, your Majesty. I do so swear." you reply, also hoarsely as the words push past the lump in your throat.
- "Very good." she replies, bravely wiping away her tears. "You may go."
- Slowly, silently, you rise to your feet. The Queen points not to the doorway, but to the entrance to the secret halls, which can take you from the castle and away from the city. Heart heavy, you nod one last time, before making your way into the secret halls.
- *fake_choice
- #I shall head north, to the mountainous lands of Storloch.
- *set direction "north"
- *set strength +1
- *set charisma -1
- #I shall head east, to the swampy coast of Cydonia.
- *set direction "east"
- *set dexterity +1
- *set intelligence -1
- #I shall head south, to the arid desert of Khal.
- *set direction "south"
- *set endurance +1
- *set strength -1
- #I shall head west, to the forested region of Taris.
- *set direction "west"
- *set charisma +1
- *set endurance -1
- And so,
- *if birthday2 < 10
- in the early part of
- *if ((birthday2 > 9) and (birthday2 < 21))
- in the middle of
- *if birthday2 > 20
- near the end of
- $!{birthday1},
- *if sstart = "Winter"
- through the shrouding snow,
- *if sstart = "Spring"
- through the spreading green of winter's passing,
- *if sstart = "Summer"
- through the sweltering heat of summer,
- *if sstart = "Autumn"
- through the cascade of falling leaves,
- you make your way ${direction} to
- *if direction = "north"
- *set country "Storloch"
- Storloch.
- *if direction = "east"
- *set country "Cydonia"
- Cydonia.
- *if direction = "south"
- *set country "Khal"
- Khal.
- *if direction = "west"
- *set country "Taris"
- Taris.
- Heart heavy, you think of the upcoming years, and how you must handle the monumental task placed before you. Not only shall the child need proper learning, you will also need to spend a significant amount of time garnering allies for when the child is grown, so that they shall have the army necessary to take back their throne and reclaim Lecure. Musing over this, you look down at the baby.
- *fake_choice
- #I think $!{name} is a fine name for ${him}.
- #I shall name the child as I would my own.
- *input_text name
- Yet ${he} shall be $!{name} $!{mclastname}, at least for now.
- *set lastname "$!{mclastname}"
- *page_break
- *set royaltyfall 1
- Long are your travels, though your skills are held in admiration by the commonfolk of Lecure, and particularly well suited to the road. Travelling alone you manage to avoid the enemy occupation fairly easily, purchasing passage by caravan into $!{country} in a mere matter of weeks, and finally settle the purchase of a fine little
- *fake_choice
- #farm
- *set home "farm"
- *set strength +1
- #shrine
- *set home "shrine"
- *set dexterity +1
- #tower
- *set home "tower"
- *set endurance +1
- #inn
- *set home "inn"
- *set intelligence +1
- #shop
- *set home "shop"
- *set charisma +1
- with much of the remains of your coins. It turns out that all the
- *if home = "farm"
- help carrying loads about the farm helps $!{name} grow stronger during ${his} early years.
- *if home = "shrine"
- help learning rituals and writing simple blessing tags helps $!{name}'s coordination during ${his} early years.
- *if home = "tower"
- climbing up and down those stairs helps $!{name}'s endurance during ${his} early years.
- *if home = "inn"
- talk from customers helps $!{name} pick up on useful bits of information during ${his} early years.
- *if home = "shop"
- various customers coming in and out helps $!{name} grow used to people during ${his} early years.
- There was a time when you considered against it, but when ${name} first started cooing
- *fake_choice
- #"Da-da-da-da-da."
- *set dad "dad"
- #"Ma-ma-ma-ma-ma."
- *set dad "mom"
- you couldn't bring yourself to stop ${him}. You'll tell $!{name} the truth one day, when ${he}'s old enough to understand, and old enough to be responsible with that knowledge. Not now. Not yet. To $!{name}, you're ${dad}.
- *page_break
- *set age 3
- It comes to your attention fairly early that young $!{name} is a particularly
- *if merit = "battleborn"
- courageous young ${man}. Nothing seems to frighten the child, instead being met with a big grin. It makes sense, you suppose. $!{he} was battleborn, after all.
- *if merit = "driven"
- tenacious young ${man}. $!{name} seems to go about any task set to ${him} without any desire to quit until it's finished. You'd even call ${him} driven, on practically any task ${he} sets ${his} mind to.
- *if merit = "big"
- large child. Large and strong. In many regards, for ${his} age, ${he} could be called big and intimidating.
- *if merit = "quick"
- swift little livewire. When ${he} moves, it's quickly, and ${he}'s often bounding around at a toddler's run.
- *if merit = "ambidextrous"
- coordinated youngster. $!{he} seems to be equally skilled with both hands and could probably be considered ambidextrous.
- *if merit = "silent"
- quiet toddler. It rattles you somewhat every time $!{name} manages to sneak up on [i]your[/i] senses without particularly trying. $!{he}'s just that quiet.
- *if merit = "tireless"
- energetic young ${man}. Long after you've had enough for the day, ${he}'s still going at it energetic as ever. Practically tireless, even.
- *if merit = "steady"
- well-focused ${man}. $!{he} isn't easily distracted or diverted from tasks, and seems to understand prioritizing rather well. $!{he}'s a very steady little child.
- *if merit = "tough"
- tough little child. Scraped knees and elbows aren't met with wailing so much as a typical cheery "I okay! Boo-boo!"
- *if merit = "inventive"
- curious little thing. Although it's resulted in a fair number of things getting broken, and a portion of them on purpose, you're surprised time and again at ${him} figuring out how to put things back to how they should be. $!{his} inventive little mind is always coming up with new things to try.
- *if merit = "genius"
- sharp young child. $!{he} was learning to speak far before other children typically do, as far as you can tell, and had begun halfway puzzling out how to read before you had even started giving any lessons. It seems like you might have a little genius on your hands.
- *if merit = "mystical"
- ...peculiar one. Magical abilities typically... simply aren't there so early in life. But $!{name} makes ${his} own toys from fae-lights, and surprisingly, seems perfectly in control of ${his} mystical abilities.
- *if merit = "attractive"
- cute little ${man}. A matter that shall only become more and more apparent as they age and grow more attractive.
- *if merit = "charming"
- adorable little ${man}. $!{he} is often making you laugh, and is rather friendly towards whatever strangers may appear. $!{he}'s rather charming, for one so young.
- *if merit = "visions"
- noteworthy individual. When, early on, ${he} tells you in a voice not ${his} own, eyes softly glowing, that "On the precipice of the second decade of your lost realm, the gold shall be stripped from the black and placed around the forehead of the fate placed in your hands.", you have a child blessed with prophetic visions.
- *page_break
- However, you also learn early on that this child is
- *if flaw = "pacifist"
- too soft of heart. When you handed ${him} a stone and told ${him} to see if ${he} could hit a tree some ways away, ${he} broke down crying because it might 'hurt the tree'. It'll be rough raising a pacifist in a world like this.
- *if flaw = "frail"
- rather frail. ${he}'s thin and struggles with fetching water, and probably won't ever be all that strong.
- *if flaw = "small"
- smaller than normal. Shorter, thinner, ${he} might not be be all that strong but that doesn't seem to keep ${him} from being an ordinary young ${man} otherwise.
- *if flaw = "clumsy"
- rather, well, clumsy. You've actually gotten used to $!{name} tripping over everything that can be tripped over. Usually just popping back up with "I 'n okay!"
- *if flaw = "plump"
- rather, err, to put it nicely... plump. It doesn't seem to matter entirely what you feed the ${man}, ${he} just seems to grow more and more rotund with each passing year.
- *if flaw = "blind"
- all but blind. Learning this is like being clobbered upside the head with a sack of bricks. You discover this when ${he} constantly puts her face right up to the wooden blocks you made ${him} to see what letters are on it. You wave your hand for their attention from a few feet away and get no reaction, but if you speak, ${his} little face lights up in a bright smile.
- *if flaw = "high strung"
- easily distraught, stressing over some of the smallest things. $!{he}'s a rather high strung young ${man}, easily flustered and easily sidetracked.
- *if flaw = "lazy"
- quite fond of napping. Moreover, only bringing theirself to much effort when forced to it. In short, the child is lazy, and stubbornly so.
- *if flaw = "sickly"
- prone to sickness quite easily. $!{he} takes ill a number of times much to your added stress, and the sickly child simply cannot endure protracted strain.
- *if flaw = "singleminded"
- doggedly single minded. Set upon a task, they tenaciously pursue it to the exclusion of all else, including simple solutions for how to achieve better results.
- *if flaw = "naive"
- hopelessly naive. No matter what sense you try to instill in the child, they constantly seem taken by some flight of fancy that simply is not true.
- *if flaw = "dense"
- err... how to say... rather dense. They don't begin speaking until long after most children, and struggle with complicated tasks.
- *if flaw = "ugly"
- rather, well... ugly. It's not that they're oversized, perse, so much as that their features just look somewhat mismatched and ungainly. The poor child is likely going to have a hard time with ${his} peers.
- *if flaw = "loner"
- quite shy. When guests are over, the child takes to hiding behind your legs, and further seems more to enjoy solitude over playing with other children. $!{he}'s a loner, apparently by choice.
- *if flaw = "creepy"
- just... creepy. As an example, there was one time you caught the child staring off over your shoulder. When you asked what they were looking at, turning to see for yourself, they replied "The things. All gone now."
- *page_break
- *set age 5
- The years pass without much trouble, and soon your young ward turns five. It's about time to start giving ${him} a proper training and education. You'll need to hire a tutor. That simply can't be helped, even though you can help with the lessons. You also need to start preparing for the long run, gathering allies and aide for when $!{name} is old enough to reclaim ${his} throne. No matter how well trained, ${he} won't be able to reclaim ${his} throne when the time is right alone. That's for you to help with. It will require you to be away a considerable amount of time, but not so much that the ${man} will forget who you are.
- You've settled in and watch $!{name} grow quickly. The income you make from the $!{home}
- *if ((home = "shrine") or (home = "tower"))
- through tips and donations
- is enough for the two of you.
- But $!{name} is still going to need to be brought up properly. And that will be quite a task for a young $!{title} who does not know they are a $!{title}. Before you know it, it's the eve of ${his} fifth Birthday. You've decided that you shall begin training young $!{name} to one day be a
- *fake_choice
- #knight (strength+, combat+, guard+, survival+, magic-, intelligence-)
- *set type "knight"
- #wizard (intelligence+, magic+, organization+, education+, combat-, strength-)
- *set type "wizard"
- #assassin (dexterity+, alertness+, dodge+, creativity+, oracle-, charisma-)
- *set type "assassin"
- #avatarri (charisma+, oracle+, healing+, ettiquette+, dodge-, endurance-)
- *set type "cleric"
- *label trainingtime
- *rand behavior 1 100
- *rand t1 1 100
- *rand t2 1 100
- *rand t3 1 100
- What would you like $!{name} to spend the majority of ${his} time working on during the day this season?
- *fake_choice
- #Strength.
- *set pt "Strength"
- #Dexterity.
- *set pt "Dexterity"
- #Endurance.
- *set pt "Endurance"
- #Intelligence.
- *set pt "Intelligence"
- #Charisma.
- *set pt "Charisma"
- #Alertness.
- *set pt "Alertness"
- #Combat (Weapon Training).
- *set pt "Combat"
- #Guard (Defending Oneself).
- *set pt "Guard"
- #Dodge.
- *set pt "Dodge"
- #Magic.
- *set pt "Magic"
- #Oracle.
- *set pt "Oracle"
- #Healing.
- *set pt "Healing"
- #Survival.
- *set pt "Survival"
- #Creativity.
- *set pt "Creativity"
- #Education.
- *set pt "Education"
- #Organization.
- *set pt "Organization"
- #Ettiquette.
- *set pt "Ettiquette"
- #Leadership.
- *set pt "Leadership"
- *if t1 < 20
- *set ptrain 1
- *if ((t1 > 19) and (t1 < 81))
- *set ptrain 2
- *if t1 > 80
- *set ptrain 3
- *rand randroll 1 3
- *if randroll = 1
- Sure thing.
- *if randroll = 2
- Very good, then.
- *if randroll = 3
- As you wish.
- *page_break
- What would you like $!{name} to recieve secondary training in during the evenings this season?
- *fake_choice
- *if pt != "Strength"
- #Strength.
- *set st "Strength"
- *if pt != "Dexterity"
- #Dexterity.
- *set st "Dexterity"
- *if pt != "Endurance"
- #Endurance.
- *set st "Endurance"
- *if pt != "Intelligence"
- #Intelligence.
- *set st "Intelligence"
- *if pt != "Charisma"
- #Charisma.
- *set st "Charisma"
- *if pt != "Alertness"
- #Alertness.
- *set st "Alertness"
- *if pt != "Combat"
- #Combat (Weapon Training).
- *set st "Combat"
- *if pt != "Guard"
- #Guard (Defending Oneself).
- *set st "Guard"
- *if pt != "Dodge"
- #Dodge.
- *set st "Dodge"
- *if pt != "Magic"
- #Magic.
- *set st "Magic"
- *if pt != "Oracle"
- #Oracle.
- *set st "Oracle"
- *if pt != "Healing"
- #Healing.
- *set st "Healing"
- *if pt != "Survival"
- #Survival.
- *set st "Survival"
- *if pt != "Creativity"
- #Creativity.
- *set st "Creativity"
- *if pt != "Education"
- #Education.
- *set st "Education"
- *if pt != "Organization"
- #Organization.
- *set st "Organization"
- *if pt != "Ettiquette"
- #Ettiquette.
- *set st "Ettiquette"
- *if pt != "Leadership"
- #Leadership.
- *set st "Leadership"
- *if t1 < 20
- *set strain 1
- *if ((t1 > 19) and (t1 < 81))
- *set strain 2
- *if t1 > 80
- *set strain 3
- *rand randroll 1 3
- *if randroll = 1
- Alright.
- *if randroll = 2
- Certainly.
- *if randroll = 3
- No problem.
- *page_break
- And lastly, what would you like $!{name} to recieve a small amount of training in after waking up in the morning?
- *fake_choice
- *if ((pt != "Strength") and (st != "Strength"))
- #Strength.
- *set tt "Strength"
- *if ((pt != "Dexterity") and (st != "Dexterity"))
- #Dexterity.
- *set tt "Dexterity"
- *if ((pt != "Endurance") and (st != "Endurance"))
- #Endurance.
- *set tt "Endurance"
- *if ((pt != "Intelligence") and (st != "Intelligence"))
- #Intelligence.
- *set tt "Intelligence"
- *if ((pt != "Charisma") and (st != "Charisma"))
- #Charisma.
- *set tt "Charisma"
- *if ((pt != "Alertness") and (st != "Alertness"))
- #Alertness.
- *set tt "Alertness"
- *if ((pt != "Combat") and (st != "Combat"))
- #Combat (Weapon Training).
- *set tt "Combat"
- *if ((pt != "Guard") and (st != "Guard"))
- #Guard (Defending Oneself).
- *set tt "Guard"
- *if ((pt != "Dodge") and (st != "Dodge"))
- #Dodge.
- *set tt "Dodge"
- *if ((pt != "Magic") and (st != "Magic"))
- #Magic.
- *set tt "Magic"
- *if ((pt != "Oracle") and (st != "Oracle"))
- #Oracle.
- *set tt "Oracle"
- *if ((pt != "Healing") and (st != "Healing"))
- #Healing.
- *set tt "Healing"
- *if ((pt != "Survival") and (st != "Survival"))
- #Survival.
- *set tt "Survival"
- *if ((pt != "Creativity") and (st != "Creativity"))
- #Creativity.
- *set tt "Creativity"
- *if ((pt != "Education") and (st != "Education"))
- #Education.
- *set tt "Education"
- *if ((pt != "Organization") and (st != "Organization"))
- #Organization.
- *set tt "Organization"
- *if ((pt != "Ettiquette") and (st != "Ettiquette"))
- #Ettiquette.
- *set tt "Ettiquette"
- *if ((pt != "Leadership") and (st != "Leadership"))
- #Leadership.
- *set tt "Leadership"
- *if t1 < 20
- *set ttrain 1
- *if ((t1 > 19) and (t1 < 81))
- *set ttrain 2
- *if t1 > 80
- *set ttrain 3
- *rand randroll 1 3
- *if randroll = 1
- Okay.
- *if randroll = 2
- Good call.
- *if randroll = 3
- A sound plan.
- Time to see how things went...
- *page_break
- *gosub_scene training chart
- *gosub_scene training trainingresults
- *gosub_scene startup randyearly
- *gosub_scene startup season
- *gosub_scene startup time
- *set pt "unknown"
- *set st "unknown"
- *set tt "unknown"
- *gosub_scene startup trainingtime
- *label startingfactors
- *if roll1 = 1
- *set gender "male"
- *set title "Prince"
- *set man "boy"
- *set he "he"
- *set him "him"
- *set his "his"
- *if roll1 = 2
- *set gender "female"
- *set title "Princess"
- *set man "girl"
- *set he "she"
- *set him "her"
- *set his "her"
- *if roll2 < 10
- *if gender = "male"
- *set soul "female"
- *set soulhe "she"
- *if gender = "female"
- *set soul "male"
- *set soulhe "he"
- *if roll2 > 9
- *if gender = "male"
- *set soul "male"
- *set soulhe "he"
- *if gender = "female"
- *set soul "female"
- *set soulhe "she"
- *set birthday2 "${roll4}"
- *if roll3 = 1
- *set season "Winter"
- *set sstart "Winter"
- *set birthday1 "January"
- *set intelligence +2
- *set endurance +2
- *set strength +2
- *set dexterity -2
- *if roll3 = 2
- *set season "Winter"
- *set sstart "Winter"
- *set birthday1 "February"
- *if birthday2 > 28
- *set birthday2 28
- *set intelligence +2
- *set dexterity +2
- *set charisma +2
- *set strength -2
- *if roll3 = 3
- *set season "Spring"
- *set sstart "Spring"
- *set birthday1 "March"
- *set intelligence +2
- *set charisma +2
- *set strength +2
- *set endurance -2
- *if roll3 = 4
- *set season "Spring"
- *set sstart "Spring"
- *set birthday1 "April"
- *set strength +2
- *set dexterity +4
- *set charisma -2
- *if roll3 = 5
- *set season "Spring"
- *set sstart "Spring"
- *set birthday1 "May"
- *set strength +4
- *set endurance +2
- *set intelligence -2
- *if roll3 = 6
- *set season "Summer"
- *set sstart "Summer"
- *set birthday1 "June"
- *set endurance +2
- *set intelligence +2
- *set charisma +2
- *set strength -2
- *if roll3 = 7
- *set season "Summer"
- *set sstart "Summer"
- *set birthday1 "July"
- *set endurance +4
- *set strength +2
- *set dexterity -2
- *if roll3 = 8
- *set season "Summer"
- *set sstart "Summer"
- *set birthday1 "August"
- *set strength +2
- *set charisma +4
- *set intelligence -2
- *if roll3 = 9
- *set season "Autumn"
- *set sstart "Autumn"
- *set birthday1 "September"
- *set endurance +4
- *set charisma +2
- *set strength -2
- *if roll3 = 10
- *set season "Autumn"
- *set sstart "Autumn"
- *set birthday1 "October"
- *set charisma +4
- *set intelligence +2
- *set endurance -2
- *if roll3 = 11
- *set season "Autumn"
- *set sstart "Autumn"
- *set birthday1 "November"
- *set intelligence +4
- *set dexterity +2
- *set charisma -2
- *if roll3 = 12
- *set season "Winter"
- *set sstart "Winter"
- *set birthday1 "December"
- *set dexterity +2
- *set endurance +2
- *set intelligence +2
- *set charisma -2
- *if roll5 = 1
- *set strength +3
- *set meritin "strength"
- *if roll5 = 2
- *set dexterity +3
- *set meritin "dexterity"
- *if roll5 = 3
- *set endurance +3
- *set meritin "endurance"
- *if roll5 = 4
- *set intelligence +3
- *set meritin "intelligence"
- *if roll5 = 5
- *set charisma +3
- *set meritin "charisma"
- *if roll6 = 1
- *if roll5 = 1
- *set dexterity -1
- *set flawin "dexterity"
- *if roll5 != 1
- *set strength -1
- *set flawin "strength"
- *if roll6 = 2
- *if roll5 = 2
- *set endurance -1
- *set flawin "endurance"
- *if roll5 != 2
- *set dexterity -1
- *set flawin "dexterity"
- *if roll6 = 3
- *if roll5 = 3
- *set intelligence -1
- *set flawin "intelligence"
- *if roll5 != 3
- *set endurance -1
- *set flawin "endurance"
- *if roll6 = 4
- *if roll5 = 4
- *set charisma -1
- *set flawin "charisma"
- *if roll5 != 4
- *set intelligence -1
- *set flawin "intelligence"
- *if roll6 = 5
- *if roll5 = 5
- *set strength -1
- *set flawin "strength"
- *if roll5 != 5
- *set charisma -1
- *set flawin "charisma"
- *if meritin = "strength"
- *if roll7 = 1
- *set merit "battleborn"
- *set intelligence -1
- *if roll7 = 2
- *set merit "driven"
- *set charisma -1
- *if roll7 = 3
- *set merit "big"
- *set dexterity -1
- *if meritin = "dexterity"
- *if roll7 = 1
- *set merit "quick"
- *set strength -1
- *if roll7 = 2
- *set merit "ambidextrous"
- *set endurance -1
- *if roll7 = 3
- *set merit "silent"
- *set charisma -1
- *if meritin = "endurance"
- *if roll7 = 1
- *set merit "tireless"
- *set charisma -1
- *if roll7 = 2
- *set merit "steady"
- *set intelligence -1
- *if roll7 = 3
- *set merit "tough"
- *set dexterity -1
- *if meritin = "intelligence"
- *if roll7 = 1
- *set merit "inventive"
- *set charisma -1
- *if roll7 = 2
- *set merit "genius"
- *set endurance -1
- *if roll7 = 3
- *set merit "mystical"
- *set strength -1
- *if meritin = "charisma"
- *if roll7 = 1
- *set merit "attractive"
- *set strength -1
- *if roll7 = 2
- *set merit "charming"
- *set intelligence -1
- *if roll7 = 3
- *set merit "visions"
- *set endurance -1
- *if flawin = "strength"
- *if roll8 = 1
- *set flaw "pacifist"
- *set charisma +1
- *if roll8 = 2
- *set flaw "frail"
- *set intelligence +1
- *if roll8 = 3
- *set flaw "small"
- *set dexterity +1
- *if flawin = "dexterity"
- *if roll8 = 1
- *set flaw "clumsy"
- *set endurance +1
- *if roll8 = 2
- *set flaw "plump"
- *set strength +1
- *if roll8 = 3
- *set flaw "blind"
- *set charisma +1
- *if flawin = "endurance"
- *if roll8 = 1
- *set flaw "high strung"
- *set dexterity +1
- *if roll8 = 2
- *set flaw "lazy"
- *set intelligence +1
- *if roll8 = 3
- *set flaw "sickly"
- *set charisma +1
- *if flawin = "intelligence"
- *if roll8 = 1
- *set flaw "singleminded"
- *set endurance +1
- *if roll8 = 2
- *set flaw "naive"
- *set charisma +1
- *if roll8 = 3
- *set flaw "dense"
- *set strength +1
- *if flawin = "charisma"
- *if roll8 = 1
- *set flaw "ugly"
- *set endurance +1
- *if roll8 = 2
- *set flaw "loner"
- *set intelligence +1
- *if roll8 = 3
- *set flaw "creepy"
- *set dexterity +1
- *if roll9 > 20
- *if gender = "male"
- *set orientation "female"
- *if gender = "female"
- *set orientation "male"
- *if roll9 < 21
- *if roll10 = 1
- *if gender = "male"
- *set orientation "male"
- *if gender = "female"
- *set orientation "female"
- *if roll10 = 2
- *set orientation "both"
- *if roll10 = 3
- *set orientation "neither"
- *if orientation = "male"
- *set ro1gender "male"
- *set ro1man "boy"
- *set ro1he "he"
- *set ro1him "him"
- *set ro1his "his"
- *if roll12 = 1
- *set ro1name "Adam"
- *if roll12 = 2
- *set ro1name "Farrahn"
- *if roll12 = 3
- *set ro1name "Janus"
- *set ro3gender "male"
- *set ro3man "man"
- *set ro3he "he"
- *set ro3him "him"
- *set ro3his "his"
- *if orientation = "female"
- *set ro1gender "female"
- *set ro1man "girl"
- *set ro1he "she"
- *set ro1him "her"
- *set ro1his "her"
- *if roll12 = 1
- *set ro1name "June"
- *if roll12 = 2
- *set ro1name "Lirelas"
- *if roll12 = 3
- *set ro1name "Marie"
- *set ro3gender "female"
- *set ro3man "woman"
- *set ro3he "she"
- *set ro3him "her"
- *set ro3his "her"
- *if ((orientation = "both") or (orientation = "neither"))
- *if roll11 = 1
- *set ro1gender "male"
- *set ro1man "man"
- *set ro1he "he"
- *set ro1him "him"
- *set ro1his "his"
- *if roll12 = 1
- *set ro1name "Adam"
- *if roll12 = 2
- *set ro1name "Farrahn"
- *if roll12 = 3
- *set ro1name "Janus"
- *if roll15 = 1
- *set ro3gender "male"
- *set ro3man "man"
- *set ro3he "he"
- *set ro3him "him"
- *set ro3his "his"
- *if roll15 = 2
- *set ro3gender "female"
- *set ro3man "woman"
- *set ro3he "she"
- *set ro3him "her"
- *set ro3his "her"
- *if roll11 = 2
- *set ro1gender "female"
- *set ro1man "woman"
- *set ro1he "she"
- *set ro1him "her"
- *set ro1his "her"
- *if roll12 = 1
- *set ro1name "June"
- *if roll12 = 2
- *set ro1name "Lirelas"
- *if roll12 = 3
- *set ro1name "Marie"
- *if roll15 = 1
- *set ro3gender "male"
- *set ro3man "man"
- *set ro3he "he"
- *set ro3him "him"
- *set ro3his "his"
- *if roll15 = 2
- *set ro3gender "female"
- *set ro3man "woman"
- *set ro3he "she"
- *set ro3him "her"
- *set ro3his "her"
- *if roll13 = 1
- *set ro2gender "male"
- *set ro2man "man"
- *set ro2he "he"
- *set ro2him "him"
- *set ro2his "his"
- *if roll14 = 1
- *set ro2name "Jaxom"
- *if roll14 = 2
- *set ro2name "Draven"
- *if roll14 = 3
- *set ro2name "Ash"
- *if roll13 = 2
- *set ro2gender "female"
- *set ro2man "woman"
- *set ro2he "she"
- *set ro2him "her"
- *set ro2his "her"
- *if roll14 = 1
- *set ro2name "Megumi"
- *if roll14 = 2
- *set ro2name "Sharla"
- *if roll14 = 3
- *set ro2name "Livian"
- *if roll17 = 1
- *set strength +1
- *if roll17 = 2
- *set dexterity +1
- *if roll17 = 3
- *set endurance +1
- *if roll17 = 4
- *set intelligence +1
- *if roll17 = 5
- *set charisma +1
- *rand ptrain 1 3
- *rand strain 1 3
- *rand ttrain 1 3
- *return
- *label time
- *if time = 60
- *set age +1
- *gosub_scene ending ascent
- *if time = 59
- *set time +1
- *gosub_scene startup season
- *if time = 58
- *set time +1
- *gosub_scene startup season
- *if time = 57
- *set time +1
- *gosub_scene startup season
- *if time = 56
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 55
- *set time +1
- *gosub_scene startup season
- *if time = 54
- *set time +1
- *gosub_scene startup season
- *if time = 53
- *set time +1
- *gosub_scene startup season
- *if time = 52
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 51
- *set time +1
- *gosub_scene startup season
- *if time = 50
- *set time +1
- *gosub_scene startup season
- *if time = 49
- *set time +1
- *gosub_scene startup season
- *if time = 48
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 47
- *set time +1
- *gosub_scene startup season
- *if time = 46
- *set time +1
- *gosub_scene startup season
- *if time = 45
- *set time +1
- *gosub_scene startup season
- *if time = 44
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 43
- *set time +1
- *gosub_scene startup season
- *if time = 42
- *set time +1
- *gosub_scene startup season
- *if time = 41
- *set time +1
- *gosub_scene startup season
- *if time = 40
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 39
- *set time +1
- *gosub_scene startup season
- *if time = 38
- *set time +1
- *gosub_scene startup season
- *if time = 37
- *set time +1
- *gosub_scene startup season
- *if time = 36
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 35
- *set time +1
- *gosub_scene startup season
- *if time = 34
- *set time +1
- *gosub_scene startup season
- *if time = 33
- *set time +1
- *gosub_scene startup season
- *if time = 32
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 31
- *set time +1
- *gosub_scene startup season
- *if time = 30
- *set time +1
- *gosub_scene startup season
- *if time = 29
- *set time +1
- *gosub_scene startup season
- *if time = 28
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 27
- *set time +1
- *gosub_scene startup season
- *if time = 26
- *set time +1
- *gosub_scene startup season
- *if time = 25
- *set time +1
- *gosub_scene startup season
- *if time = 24
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 23
- *set time +1
- *gosub_scene startup season
- *if time = 22
- *set time +1
- *gosub_scene startup season
- *if time = 21
- *set time +1
- *gosub_scene startup season
- *if time = 20
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 19
- *set time +1
- *gosub_scene startup season
- *if time = 18
- *set time +1
- *gosub_scene startup season
- *if time = 17
- *set time +1
- *gosub_scene startup season
- *if time = 16
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 15
- *set time +1
- *gosub_scene startup season
- *if time = 14
- *set time +1
- *gosub_scene startup season
- *if time = 13
- *set time +1
- *gosub_scene startup season
- *if time = 12
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 11
- *set time +1
- *gosub_scene startup season
- *if time = 10
- *set time +1
- *gosub_scene startup season
- *if time = 9
- *set time +1
- *gosub_scene startup season
- *if time = 8
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 7
- *set time +1
- *gosub_scene startup season
- *if time = 6
- *set time +1
- *gosub_scene startup season
- *if time = 5
- *set time +1
- *gosub_scene startup season
- *if time = 4
- *set time +1
- *set age +1
- *gosub_scene startup season
- *if time = 3
- *set time +1
- *gosub_scene startup season
- *if time = 2
- *set time +1
- *gosub_scene startup season
- *if time = 1
- *set time +1
- *gosub_scene startup season
- *return
- *label season
- *if season = "Winter"
- *if eventwhen = 1
- *gosub_scene events eventchart
- *set season "Spring"
- *return
- *if season = "Autumn"
- *if eventwhen = 2
- *gosub_scene events eventchart
- *set season "Winter"
- *return
- *if season = "Summer"
- *if eventwhen = 3
- *gosub_scene events eventchart
- *set season "Autumn"
- *return
- *if season = "Spring"
- *if eventwhen = 4
- *gosub_scene events eventchart
- *set season "Summer"
- *return
- *label randyearly
- *if season = "${sstart}"
- *gosub_scene yearly birthdaychart
- *return
- *label minmax
- *if strength > 18
- *set strength 18
- *if strength < 1
- *set strength 1
- *if dexterity > 18
- *set dexterity 18
- *if dexterity < 1
- *set dexterity 1
- *if endurance > 18
- *set endurance 18
- *if endurance < 1
- *set endurance 1
- *if intelligence > 18
- *set intelligence 18
- *if intelligence < 1
- *set intelligence 1
- *if charisma > 18
- *set charisma 18
- *if charisma < 1
- *set charisma 1
- *if alertness > 100
- *set alertness 100
- *if alertness < 0
- *set alertness 0
- *if combat > 100
- *set combat 100
- *if combat < 0
- *set combat 0
- *if guard > 100
- *set guard 100
- *if guard < 0
- *set guard 0
- *if dodge > 100
- *set dodge 100
- *if dodge < 0
- *set dodge 0
- *if magic > 100
- *set magic 100
- *if magic < 0
- *set magic 0
- *if oracle > 100
- *set oracle 100
- *if oracle < 0
- *set oracle 0
- *if healing > 100
- *set healing 100
- *if healing < 0
- *set healing 0
- *if survival > 100
- *set survival 100
- *if survival < 0
- *set survival 0
- *if creativity > 100
- *set creativity 100
- *if creativity < 0
- *set creativity 0
- *if education > 100
- *set education 100
- *if education < 0
- *set education 0
- *if organization > 100
- *set organization 100
- *if organization < 0
- *set organization 0
- *if ettiquette > 100
- *set ettiquette 100
- *if ettiquette < 0
- *set ettiquette 0
- *if leadership > 100
- *set leadership 100
- *if leadership < 0
- *set leadership 0
- *if good > 100
- *set good 100
- *if good < 0
- *set good 0
- *if obedience > 100
- *set obedience 100
- *if obedience < 0
- *set obedience 0
- *if relationship > 100
- *set relationship 100
- *if relationship < 0
- *set relationship 0
- *return
- *label randoms
- *rand check1 1 100
- *rand check2 1 100
- *rand check3 1 100
- *rand check4 1 100
- *rand check5 1 100
- *rand check6 1 100
- *rand check7 1 100
- *rand check8 1 100
- *rand check9 1 100
- *rand check10 1 100
- *rand check11 1 100
- *rand check12 1 100
- *rand check13 1 100
- *rand check14 1 100
- *rand check15 1 100
- *rand check16 1 100
- *rand check17 1 100
- *rand check18 1 100
- *rand check19 1 100
- *rand check20 1 100
- *rand check21 1 100
- *rand check22 1 100
- *rand check23 1 100
- *rand check24 1 100
- *rand check25 1 100
- *rand check26 1 100
- *rand check27 1 100
- *rand check28 1 100
- *rand check29 1 100
- *rand check30 1 100
- *rand check31 1 100
- *rand check32 1 100
- *rand check33 1 100
- *rand check34 1 100
- *rand check35 1 100
- *rand check36 1 100
- *rand check37 1 100
- *rand check38 1 100
- *rand check39 1 100
- *rand check40 1 100
- *rand check41 1 100
- *rand check42 1 100
- *rand check43 1 100
- *rand check44 1 100
- *rand check45 1 100
- *rand check46 1 100
- *rand check47 1 100
- *rand check48 1 100
- *rand check49 1 100
- *rand check50 1 100
- *rand check51 1 100
- *rand check52 1 100
- *rand check53 1 100
- *rand check54 1 100
- *rand check55 1 100
- *rand check56 1 100
- *rand check57 1 100
- *rand check58 1 100
- *rand check59 1 100
- *rand check60 1 100
- *rand check61 1 100
- *rand check62 1 100
- *rand check63 1 100
- *rand check64 1 100
- *rand check65 1 100
- *rand check66 1 100
- *rand check67 1 100
- *rand check68 1 100
- *rand check69 1 100
- *rand check70 1 100
- *rand check71 1 100
- *rand check72 1 100
- *rand check73 1 100
- *rand check74 1 100
- *rand check75 1 100
- *rand check76 1 100
- *rand check77 1 100
- *rand check78 1 100
- *rand check79 1 100
- *rand check80 1 100
- *rand check81 1 100
- *rand check82 1 100
- *rand check83 1 100
- *rand check84 1 100
- *rand check85 1 100
- *rand check86 1 100
- *rand check87 1 100
- *rand check88 1 100
- *rand check89 1 100
- *rand check90 1 100
- *rand check91 1 100
- *rand check92 1 100
- *rand check93 1 100
- *rand check94 1 100
- *rand check95 1 100
- *rand check96 1 100
- *rand check97 1 100
- *rand check98 1 100
- *rand check99 1 100
- *rand check100 1 100
- *rand check101 1 100
- *rand check102 1 100
- *rand check103 1 100
- *rand check104 1 100
- *rand check105 1 100
- *rand check106 1 100
- *rand check107 1 100
- *rand check108 1 100
- *rand check109 1 100
- *rand check110 1 100
- *rand check111 1 100
- *rand check112 1 100
- *rand check113 1 100
- *rand check114 1 100
- *rand check115 1 100
- *rand check116 1 100
- *rand check117 1 100
- *rand check118 1 100
- *rand check119 1 100
- *rand check120 1 100
- *rand check121 1 100
- *rand check122 1 100
- *rand check123 1 100
- *rand check124 1 100
- *rand check125 1 100
- *rand check126 1 100
- *rand check127 1 100
- *rand check128 1 100
- *rand check129 1 100
- *rand check130 1 100
- *rand check131 1 100
- *rand check132 1 100
- *rand check133 1 100
- *rand check134 1 100
- *rand check135 1 100
- *rand check136 1 100
- *rand check137 1 100
- *rand check138 1 100
- *rand check139 1 100
- *rand check140 1 100
- *rand check141 1 100
- *rand check142 1 100
- *rand check143 1 100
- *rand check144 1 100
- *rand check145 1 100
- *rand check146 1 100
- *rand check147 1 100
- *rand check148 1 100
- *rand check149 1 100
- *rand check150 1 100
- *rand check151 1 100
- *rand check152 1 100
- *rand check153 1 100
- *rand check154 1 100
- *rand check155 1 100
- *rand check156 1 100
- *rand check157 1 100
- *rand check158 1 100
- *rand check159 1 100
- *rand check160 1 100
- *rand check161 1 100
- *rand check162 1 100
- *rand check163 1 100
- *rand check164 1 100
- *rand check165 1 100
- *rand check166 1 100
- *rand check167 1 100
- *rand check168 1 100
- *rand check169 1 100
- *rand check170 1 100
- *rand check171 1 100
- *rand check172 1 100
- *rand check173 1 100
- *rand check174 1 100
- *rand check175 1 100
- *rand check176 1 100
- *rand check177 1 100
- *rand check178 1 100
- *rand check179 1 100
- *rand check180 1 100
- *rand roll1 1 2
- *rand roll2 1 100
- *rand roll3 1 12
- *rand roll4 1 30
- *rand roll5 1 5
- *rand roll6 1 5
- *rand roll7 1 3
- *rand roll8 1 3
- *rand roll9 1 100
- *rand roll10 1 3
- *rand roll11 1 2
- *rand roll12 1 3
- *rand roll13 1 2
- *rand roll14 1 3
- *rand roll15 1 2
- *rand roll16 1 3
- *rand roll17 1 5
- *return
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