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- <!--Saved by Quest 5.7.6404.15496-->
- <asl version="550">
- <include ref="English.aslx" />
- <include ref="Core.aslx" />
- <include ref="StackLib.aslx" />
- <include ref="ConvLib.aslx" />
- <include ref="ShopLib.aslx" />
- <include ref="CombatLib.aslx" />
- <include ref="ClothingLib.aslx" />
- <include ref="ClockLib.aslx" />
- <game name="Quest for the magic Ring">
- <gameid>a2d49300-46cb-48a8-8e22-8ddd04eb6545</gameid>
- <version>1.0</version>
- <firstpublished>2018</firstpublished>
- <showhealth />
- <showmoney />
- <feature_limitinventory />
- <feature_lightdark />
- <feature_asktell />
- <feature_annotations />
- <attr name="feature_advancedwearables" type="boolean">false</attr>
- <appendobjectdescription />
- <allowlookdirections />
- <category>RPG</category>
- <feature_advancedscripts />
- <showscore type="boolean">false</showscore>
- <clearscreenonroomenter />
- <attr name="autodescription_youarein_newline" type="boolean">false</attr>
- <attr name="autodescription_youcansee_newline" type="boolean">false</attr>
- <attr name="autodescription_youcango_newline" type="boolean">false</attr>
- <attr name="autodescription_description_newline" type="boolean">false</attr>
- <showreactions />
- <notarealturn type="boolean">false</notarealturn>
- <statusattributes type="stringdictionary">
- <item>
- <key>clock</key>
- <value>Time: !</value>
- </item>
- </statusattributes>
- <start type="script">
- CombatInitialise
- raceselect
- SetTime ("01:14:35")
- </start>
- <unresolvedcommandhandler type="script">
- game.notarealturn = True
- msg (Template("UnrecognisedCommand"))
- </unresolvedcommandhandler>
- </game>
- <object name="room">
- <inherit name="editor_room" />
- <enter type="script">
- </enter>
- <object name="player">
- <inherit name="editor_object" />
- <inherit name="editor_player" />
- <inherit name="characterclass" />
- <inherit name="raceclass_type" />
- <money type="int">50</money>
- <statusattributes type="stringdictionary">
- <item>
- <key>alias</key>
- <value></value>
- </item>
- <item>
- <key>race</key>
- <value></value>
- </item>
- <item>
- <key>gender</key>
- <value></value>
- </item>
- <item>
- <key>Class</key>
- <value></value>
- </item>
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Deceive</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- </statusattributes>
- <volume type="int">100</volume>
- <containerfullmessage>You can't carry any more! It's too heavy!</containerfullmessage>
- <turncount type="int">0</turncount>
- </object>
- </object>
- <object name="characters">
- <inherit name="editor_room" />
- <object name="Soldier">
- <inherit name="editor_object" />
- <inherit name="editor_player" />
- <inherit name="characterclass" />
- <feature_player />
- <Class>Soldier</Class>
- <MaxHealth type="int">40</MaxHealth>
- <statusattributes type="stringdictionary">
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- </statusattributes>
- </object>
- <object name="Mage">
- <inherit name="editor_object" />
- <inherit name="editor_player" />
- <inherit name="characterclass" />
- <feature_player />
- <Class>Mage</Class>
- <statusattributes type="stringdictionary">
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- <item>
- <key>Equipment</key>
- <value></value>
- </item>
- </statusattributes>
- </object>
- <object name="Thief">
- <inherit name="editor_object" />
- <inherit name="editor_player" />
- <inherit name="characterclass" />
- <feature_player />
- <Class>Thief</Class>
- <statusattributes type="stringdictionary">
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- <item>
- <key>Equipment</key>
- <value></value>
- </item>
- </statusattributes>
- </object>
- <object name="Priest">
- <inherit name="editor_object" />
- <inherit name="editor_player" />
- <inherit name="characterclass" />
- <feature_player />
- <Class>Priest</Class>
- <statusattributes type="stringdictionary">
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- <item>
- <key>Equipment</key>
- <value></value>
- </item>
- </statusattributes>
- <Health type="int">20</Health>
- </object>
- <object name="Hunter">
- <inherit name="editor_object" />
- <inherit name="editor_player" />
- <inherit name="characterclass" />
- <feature_player />
- <Class>Hunter</Class>
- <statusattributes type="stringdictionary">
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- <item>
- <key>Equipment</key>
- <value></value>
- </item>
- </statusattributes>
- </object>
- <object name="Bard">
- <inherit name="editor_object" />
- <inherit name="editor_player" />
- <inherit name="characterclass" />
- <feature_player />
- <Class>Bard</Class>
- <statusattributes type="stringdictionary">
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- <item>
- <key>Equipment</key>
- <value></value>
- </item>
- </statusattributes>
- </object>
- <object name="Paladin">
- <inherit name="editor_object" />
- <inherit name="editor_player" />
- <inherit name="characterclass" />
- <feature_player />
- <Class>Paladin</Class>
- <statusattributes type="stringdictionary">
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- <item>
- <key>Equipment</key>
- <value></value>
- </item>
- </statusattributes>
- </object>
- </object>
- <object name="weapons">
- <inherit name="editor_room" />
- <object name="Long Sword">
- <inherit name="editor_object" />
- <inherit name="weapontype" />
- <inherit name="wearable" />
- <inherit name="weapon" />
- <feature_wearable />
- <attr name="wear_layer" type="int">3</attr>
- <wear_slots type="stringlist">
- <value>Weapon</value>
- </wear_slots>
- <bonusatts>Combat+5</bonusatts>
- <volume type="int">3</volume>
- <multistate />
- <advanced />
- <damagedicenumber type="int">2</damagedicenumber>
- <damagedicesides type="int">4</damagedicesides>
- <damagebonus type="int">2</damagebonus>
- <take type="script">
- msg (DynamicTemplate("TakeSuccessful", this))
- this.parent = game.pov
- SetVerbs
- if (game.pov.Class = "Soldier") {
- msg (DynamicTemplate("TakeSuccessful", this))
- this.parent = game.pov
- SetVerbs
- }
- </take>
- </object>
- </object>
- <object name="basic_items">
- <inherit name="editor_room" />
- <object name="Pouch of Potions">
- <inherit name="editor_object" />
- <inherit name="container_limited" />
- <inherit name="wearable" />
- <feature_container />
- <look>This is a pouch for potions.</look>
- <inroomdescription>This is a pouch.</inroomdescription>
- <listalias>Pouch</listalias>
- <alt type="stringlist">
- <value>Potions Pouch</value>
- </alt>
- <volume type="int">20</volume>
- <feature_wearable />
- <attr name="wear_layer" type="int">3</attr>
- <wear_slots type="stringlist">
- <value>Pouch</value>
- </wear_slots>
- </object>
- </object>
- <object name="health_items">
- <inherit name="editor_room" />
- <object name="Small_Potion">
- <inherit name="editor_object" />
- <inherit name="healthitem" />
- <inherit name="childstack_object" />
- <stackparent type="object">Small Potion Stack</stackparent>
- </object>
- <object name="Basic_Potion">
- <inherit name="editor_object" />
- <inherit name="healthitem" />
- <attr name="feature_usegive" type="boolean">false</attr>
- <use type="boolean">false</use>
- </object>
- <object name="Super_Potion">
- <inherit name="editor_object" />
- <inherit name="healthitem" />
- </object>
- </object>
- <object name="armor">
- <inherit name="editor_room" />
- <object name="Cloth">
- <inherit name="editor_object" />
- <inherit name="armortype" />
- </object>
- <object name="Leather">
- <inherit name="editor_object" />
- <inherit name="armortype" />
- </object>
- <object name="Chainmail">
- <inherit name="editor_object" />
- <inherit name="armortype" />
- </object>
- </object>
- <object name="start">
- <inherit name="editor_room" />
- </object>
- <object name="race">
- <inherit name="editor_object" />
- <object name="Human">
- <inherit name="editor_object" />
- <inherit name="characterclass" />
- <inherit name="editor_player" />
- <Charm type="int">0</Charm>
- <Survival type="int">0</Survival>
- <feature_player />
- <Class type="string"></Class>
- <money type="int">60</money>
- <HP type="string"></HP>
- <Combat type="int">0</Combat>
- <Intimidate type="int">0</Intimidate>
- <Knowledge type="int">0</Knowledge>
- <Stealth type="int">0</Stealth>
- <Awareness type="int">0</Awareness>
- <Healing type="int">0</Healing>
- <Magic type="int">0</Magic>
- <statusattributes type="stringdictionary">
- <item>
- <key>gender</key>
- <value></value>
- </item>
- <item>
- <key>Class</key>
- <value></value>
- </item>
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Deceive</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- </statusattributes>
- <RaceHealth type="int">0</RaceHealth>
- <RaceMagic type="int">0</RaceMagic>
- <Size type="int">2</Size>
- </object>
- <object name="Dwarf">
- <inherit name="editor_object" />
- <inherit name="characterclass" />
- <inherit name="editor_player" />
- <Charm type="int">-5</Charm>
- <Survival type="int">5</Survival>
- <feature_player />
- <Class type="string"></Class>
- <money type="int">50</money>
- <HP type="string"></HP>
- <Combat type="int">0</Combat>
- <Intimidate type="int">0</Intimidate>
- <Knowledge type="int">0</Knowledge>
- <Stealth type="int">0</Stealth>
- <Awareness type="int">0</Awareness>
- <Healing type="int">0</Healing>
- <Magic type="int">0</Magic>
- <statusattributes type="stringdictionary">
- <item>
- <key>gender</key>
- <value></value>
- </item>
- <item>
- <key>Class</key>
- <value></value>
- </item>
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Deceive</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- </statusattributes>
- <RaceHealth type="int">10</RaceHealth>
- <RaceMagic type="int">5</RaceMagic>
- <Size type="int">2</Size>
- </object>
- <object name="Elf">
- <inherit name="editor_object" />
- <inherit name="characterclass" />
- <inherit name="editor_player" />
- <Charm type="int">0</Charm>
- <Survival type="int">0</Survival>
- <feature_player />
- <Class type="string"></Class>
- <money type="int">50</money>
- <HP type="string"></HP>
- <Combat type="int">-5</Combat>
- <Intimidate type="int">0</Intimidate>
- <Knowledge type="int">0</Knowledge>
- <Stealth type="int">0</Stealth>
- <Awareness type="int">0</Awareness>
- <Healing type="int">0</Healing>
- <Magic type="int">5</Magic>
- <statusattributes type="stringdictionary">
- <item>
- <key>gender</key>
- <value></value>
- </item>
- <item>
- <key>Class</key>
- <value></value>
- </item>
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Deceive</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- </statusattributes>
- <RaceHealth type="int">-5</RaceHealth>
- <RaceMagic type="int">15</RaceMagic>
- <Size type="int">2</Size>
- </object>
- <object name="Halfling">
- <inherit name="editor_object" />
- <inherit name="characterclass" />
- <inherit name="editor_player" />
- <Charm type="int">0</Charm>
- <Survival type="int">0</Survival>
- <feature_player />
- <Class type="string"></Class>
- <money type="int">50</money>
- <HP type="string"></HP>
- <Combat type="int">0</Combat>
- <Intimidate type="int">-5</Intimidate>
- <Knowledge type="int">0</Knowledge>
- <Stealth type="int">5</Stealth>
- <Awareness type="int">0</Awareness>
- <Healing type="int">0</Healing>
- <Magic type="int">0</Magic>
- <statusattributes type="stringdictionary">
- <item>
- <key>gender</key>
- <value></value>
- </item>
- <item>
- <key>Class</key>
- <value></value>
- </item>
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Deceive</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- </statusattributes>
- <RaceHealth type="int">-10</RaceHealth>
- <MP type="string"></MP>
- <RaceMagic type="int">-5</RaceMagic>
- <Size type="int">1</Size>
- </object>
- <object name="Orc">
- <inherit name="editor_object" />
- <inherit name="characterclass" />
- <inherit name="editor_player" />
- <Charm type="int">0</Charm>
- <Survival type="int">0</Survival>
- <feature_player />
- <Class type="string"></Class>
- <money type="int">50</money>
- <HP type="string"></HP>
- <Combat type="int">5</Combat>
- <Intimidate type="int">0</Intimidate>
- <Knowledge type="int">-5</Knowledge>
- <Stealth type="int">0</Stealth>
- <Awareness type="int">0</Awareness>
- <Healing type="int">0</Healing>
- <Magic type="int">0</Magic>
- <statusattributes type="stringdictionary">
- <item>
- <key>gender</key>
- <value></value>
- </item>
- <item>
- <key>Class</key>
- <value></value>
- </item>
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Deceive</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- </statusattributes>
- <RaceHealth type="int">20</RaceHealth>
- <RaceMagic type="int">0</RaceMagic>
- <Size type="int">3</Size>
- </object>
- <object name="Goblin">
- <inherit name="editor_object" />
- <inherit name="characterclass" />
- <inherit name="editor_player" />
- <Charm type="int">0</Charm>
- <Survival type="int">0</Survival>
- <feature_player />
- <Class type="string"></Class>
- <money type="int">50</money>
- <HP type="string"></HP>
- <Combat type="int">0</Combat>
- <Intimidate type="int">0</Intimidate>
- <Knowledge type="int">0</Knowledge>
- <Stealth type="int">0</Stealth>
- <Awareness type="int">0</Awareness>
- <Healing type="int">-5</Healing>
- <Magic type="int">0</Magic>
- <statusattributes type="stringdictionary">
- <item>
- <key>gender</key>
- <value></value>
- </item>
- <item>
- <key>Class</key>
- <value></value>
- </item>
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Deceive</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- </statusattributes>
- <RaceHealth type="int">5</RaceHealth>
- <RaceMagic type="int">10</RaceMagic>
- <Deceive type="int">5</Deceive>
- <Size type="int">1</Size>
- </object>
- </object>
- <object name="Character_Setup">
- <inherit name="editor_room" />
- <object name="Common Long Sword">
- <inherit name="editor_object" />
- <inherit name="weapontype" />
- <inherit name="wearable" />
- <inherit name="weapon" />
- <attr name="feature_wearable" type="boolean">false</attr>
- <attr name="wear_layer" type="int">4</attr>
- <wear_slots type="stringlist">
- <value>Weapon</value>
- </wear_slots>
- <bonusatts>Combat+5</bonusatts>
- <volume type="int">3</volume>
- <multistate type="boolean">false</multistate>
- <advanced />
- <damagedicenumber type="int">2</damagedicenumber>
- <damagedicesides type="int">6</damagedicesides>
- <damagebonus type="int">2</damagebonus>
- <take type="script"><![CDATA[
- if (game.pov.Combat >= 10) {
- msg (DynamicTemplate("TakeSuccessful", this))
- this.parent = game.pov
- SetVerbs
- }
- ]]></take>
- </object>
- <object name="Small Shield">
- <inherit name="editor_object" />
- <inherit name="wearable" />
- <inherit name="shield" />
- <attr name="wear_layer" type="int">3</attr>
- <wear_slots type="stringlist">
- <value>Shield</value>
- </wear_slots>
- <advanced />
- <removeable />
- <level type="int">1</level>
- <take type="script"><![CDATA[
- if (game.pov.Combat >= 0) {
- msg (DynamicTemplate("TakeSuccessful", this))
- this.parent = game.pov
- SetVerbs
- if (game.pov.Size <= 2) {
- }
- }
- ]]></take>
- </object>
- <object name="Goblin1">
- <inherit name="editor_object" />
- <inherit name="monster" />
- <alias>Goblin</alias>
- <level type="int">4</level>
- <attackbonus type="int">0</attackbonus>
- <reflectsmagic type="boolean">false</reflectsmagic>
- <monstertype>Goblinoid</monstertype>
- <hitpoints type="int">1</hitpoints>
- <defence type="int">0</defence>
- <xp type="int">20</xp>
- <object name="Dagger">
- <inherit name="editor_object" />
- <inherit name="weapon" />
- <damagedicesides type="int">12</damagedicesides>
- <take type="script"><![CDATA[
- if (game.pov.Combat >= 5) {
- msg (DynamicTemplate("TakeSuccessful", this))
- this.parent = game.pov
- SetVerbs
- if (game.pov.Size <= 2) {
- }
- }
- ]]></take>
- </object>
- </object>
- </object>
- <object name="Class_Select">
- <inherit name="editor_room" />
- </object>
- <object name="spellbook">
- <inherit name="editor_room" />
- <object name="Fireball">
- <inherit name="editor_object" />
- <singleuse type="boolean">false</singleuse>
- <element type="object">fire</element>
- </object>
- <object name="Mystic Light">
- <inherit name="editor_object" />
- </object>
- </object>
- <object name="Stack Room">
- <inherit name="editor_room" />
- <object name="Small Potion Stack">
- <inherit name="editor_object" />
- <inherit name="healthitem" />
- <inherit name="homo_stack_container" />
- </object>
- </object>
- <object name="Cave of Alignment">
- <inherit name="editor_room" />
- <dark type="boolean">false</dark>
- <description><![CDATA[This is a reminder for myself. Combine Tutorial with Moral Test. Determine Lawful/Chaotic and Good/Evil values. 0-100 values, each choice adds or removes from the values. <br/><br/>Start True Neutral for most. <br/><br/>Paladin = 75 Lawful 75 Good<br/>Goblin = 25 Chaotic 25 Evil<br/>Priest = 50 Neutral 75 Good<br/>Thief = 25 Chaotic 50 Neutral<br/><br/>0 Chaotic - Lawful 100<br/>0 Evil - Good 100]]></description>
- </object>
- <object name="South Warren Dj Inn">
- <inherit name="editor_room" />
- <alias>South Warren - Dj Inn: Main Room</alias>
- <description>The inn is lively, with lots of people, and even a small group of Bards playing in the background. The decorations are mostly warm-colored, with well-kept furniture spread through-out. Opposite the door, front and center, is the Innkeeper.</description>
- <enter type="script">
- play sound ("23_The_Slaughtered_Ox.mp3", false, true)
- </enter>
- <onexit type="script">
- stop sound
- </onexit>
- <beforeenter type="script">
- ClearScreen
- </beforeenter>
- <exit alias="up" to="South Warren Dj Inn Upstairs Hall 1">
- <inherit name="updirection" />
- <message>South Warren - Dj Inn - Upstairs Hall 1</message>
- </exit>
- <object name="Innkeeper">
- <inherit name="editor_object" />
- <inherit name="talkingchar" />
- <inherit name="namedmale" />
- <activeconversations />
- <exchange>"Welcome to Dj Inn!" The Innkeeper smiles at you. "Will you be staying the night?"</exchange>
- <scenery type="boolean">false</scenery>
- <alias>Innkeeper</alias>
- <inroomdescription type="string"></inroomdescription>
- <look>The Innkeeper is a Human, standing about 6' tall. He's wearing fine clothing. His hair is red and his eyes are brown.</look>
- <reactions><![CDATA[@<br/>greeting<br/>true<br/>"Welcome to Dj Inn!" The Innkeeper smiles at you. "Will you be staying the night?"]]></reactions>
- <greet type="script">
- </greet>
- <object name="Innkeeper Old Man Where">
- <inherit name="editor_object" />
- <inherit name="startingtopic" />
- <alias>"I'm here about the Ring. Can you tell me where the Old Man is?"</alias>
- <exchange><![CDATA["I'm here about the Ring. Can you tell me where the Old Man is?" You ask.<br/>"Ah, another one, huh?" He shakes his head. "Yeah, if you're willing to throw your life away like the rest. He's up the stairs, room 25."]]></exchange>
- <nowshow type="stringlist">
- <value>Innkeeper Room</value>
- <value>Innkeeper Old Man Who</value>
- <value>Innkeeper Doubt</value>
- <value>Innkeeper Ring</value>
- <value>Innkeeper Thanks</value>
- <value>Innkeeper The Rest</value>
- </nowshow>
- </object>
- <object name="Innkeeper The Rest">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <alias>"The rest?"</alias>
- <exchange><![CDATA["The rest?"<br/>He nods his head. "Yeah. I've seen 6 other people go up there today. None of them have come back down. People are starting to wonder."]]></exchange>
- </object>
- <object name="Innkeeper Old Man Who">
- <inherit name="topic" />
- <inherit name="editor_object" />
- <alias>(Charm) "Just who is this old man? No one seems to know."</alias>
- <exchange><![CDATA[(Charm) "Just who is this old man? No one seems to know."<br/>The Innkeeper looks at you for a moment before responding.]]></exchange>
- <talk type="script"><![CDATA[
- if (game.pov.Charm >= 15) {
- msg ("\"Yeah, I heard his name is Alphos Sadel.\"")
- if (game.pov.Magic >= 10) {
- ShowTopic (Innkeeper Alphos Sadel)
- }
- }
- else {
- msg ("\"Sorry, I haven't heard his name either.\"")
- }
- ]]></talk>
- </object>
- <object name="Innkeeper Alphos Sadel">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <alias>"Alphos Sadel, as in Grand Magus Alphos Sadel?"</alias>
- <nowshow type="stringlist">
- <value>Innkeeper Alphos 2</value>
- </nowshow>
- <exchange><![CDATA[You pause for a moment. "Alphos Sadel, as in Grand Magus Alphos Sadel?"<br/>The Innkeeper's smile grows larger. "The very same!"]]></exchange>
- <talk type="script">
- HideTopic (Innkeeper Doubt)
- </talk>
- </object>
- <object name="Innkeeper Alphos 2">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <alias>"Why is one of the most powerful Mages asking for help finding a ring? Can't he do it himself?"</alias>
- <exchange><![CDATA["Why is one of the most powerful Mages asking for help finding a ring? Can't he do it himself?"<br/>The Innkeeper shrugs. "Apparently this particular ring is special, and the one who stole it is somehow able to hide it's exact location. Going in to find it by force would of course be overkill. You don't send a Grand Magus for something like that. So, he's willing to pay handsomely to get an adventurer to do it for him."]]></exchange>
- <talk type="script">
- msg ("For asking about Grand Magus Alphos Sadel, you've earned 1 CP!")
- game.pov.CP = game.pov.CP + 1
- msg ("Your CP is now " +game.pov.CP+"!")
- </talk>
- </object>
- <object name="Innkeeper Doubt">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <exchange><![CDATA["Can he really pay what he claims?"<br/>The Innkeeper nods emphatically. "Most definitely. He's very rich, and has a lot of power, both from his friends and from himself."]]></exchange>
- <alias>"Can he really pay what he claims?"</alias>
- </object>
- <object name="Innkeeper Ring">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <alias>"Do you know anything about this ring he's looking for?"</alias>
- <exchange><![CDATA["Do you know anything about this ring he's looking for?"<br/>The Innkeeper shakes his head. "Not much. I just know it's really old, and really powerful. Sorry I can't be more help than that."]]></exchange>
- </object>
- <object name="Innkeeper Room">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <nowshow type="stringlist">
- <value>Innkeeper Gold</value>
- <value>Innkeeper No Gold</value>
- <value>Innkeeper Gold Cheap</value>
- </nowshow>
- <exchange><![CDATA["How much for a Room?<br/>"That'll be 10 gold." The Innkeeper says, holding out his hand.]]></exchange>
- <hideafter type="boolean">false</hideafter>
- <alias>"How much for a Room?</alias>
- </object>
- <object name="Innkeeper Gold">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <exchange type="string"></exchange>
- <alias>"Sure, here you go."</alias>
- <talk type="script"><![CDATA[
- if (game.pov.money >= 10) {
- game.pov.money = game.pov.money - 10
- MakeObjectVisible (Key to Room 10)
- msg ("\"Sure, here you go.\"")
- msg ("You give the Innkeeper 10 Gold and the Innkeeper puts the " +ObjectLink (Key to Room 10)+ " on the counter.")
- }
- HideTopic (Innkeeper Gold Cheap)
- HideTopic (Innkeeper No Gold)
- ]]></talk>
- </object>
- <object name="Innkeeper No Gold">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <hideafter />
- <exchange><![CDATA[You hestitate for a moment. "I'd rather not pay 10 gold for a room. Thanks though."<br/>"Oh well, plenty of other guests I suppose."]]></exchange>
- <alias>"I'd rather not pay 10 gold for a room. Thanks though."</alias>
- <talk type="script">
- HideTopic (Innkeeper Gold)
- HideTopic (Innkeeper Gold Cheap)
- </talk>
- </object>
- <object name="Innkeeper Gold Cheap">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <exchange>(Charm) "Couldn't you give me a discount? I'm a hero after all."</exchange>
- <alias>(Charm) "Couldn't you give me a discount? I'm a hero after all."</alias>
- <talk type="script"><![CDATA[
- if (game.pov.Charm <= 19) {
- msg ("\"No deals. I gotta business to run.\"")
- }
- else if (game.pov.Charm >= 20) {
- msg ("\"Fine, I guess I can make an exception for ya. 5 Gold then.\"")
- if (game.pov.money >= 5) {
- Ask ("Pay 5 Gold for the Key?") {
- if (result = True) {
- game.pov.money = game.pov.money - 5
- MakeObjectVisible (Key to Room 10)
- msg ("You give the Innkeeper 5 Gold and the Innkeeper puts the " +ObjectLink (Key to Room 10)+ " on the counter.")
- }
- else if (result = False) {
- msg ("\"Suit yourself then. That's the cheapest I'll go.\"")
- }
- }
- }
- else if (game.pov.money <= 4) {
- msg ("\"You don't even have THAT much? Get out of here, you cheapskate!\"")
- }
- }
- HideTopic (Innkeeper Gold)
- HideTopic (Innkeeper No Gold)
- ]]></talk>
- </object>
- <object name="Innkeeper Thanks">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <terminal />
- <exchange>"Not a problem. Good luck. You'll need it." The Innkeeper goes to talk to another customer.</exchange>
- <expires type="boolean">false</expires>
- <alias>"Thanks. Goodbye."</alias>
- <hideafter type="boolean">false</hideafter>
- </object>
- </object>
- <object name="Key to Room 10">
- <inherit name="editor_object" />
- <inherit name="merchandise" />
- <visible type="boolean">false</visible>
- <destroyonsale />
- <notindescription />
- </object>
- </object>
- <object name="Trash">
- <inherit name="editor_room" />
- <object name="Marie">
- <inherit name="editor_object" />
- <inherit name="talkingchar" />
- <inherit name="namedfemale" />
- <reactions><![CDATA[@<br/>greeting<br/>true<br/>'Hi!' says Mary<br/><br/>@<br/>plain hat<br/># ghhjhj<br/>plain_hat.worn<br/>'Oh, you are wearing a hat,' says Mary.<br/>& this testscript<br/><br/>@<br/>fancy hat<br/>fancy_hat.worn<br/>'Wow, what a fancy hat,' says Mary.<br/>~ plain hat<br/><br/>@<br/>trophy<br/>player.won_competition and trophy.parent = player<br/>'Cool trophy,' says Mary.<br/><br/>@<br/>trophy<br/>player.won_competition<br/>'Hey I heard you won the completion,' says Mary.<br/>= this alias "Happy Mary"<br/>+ Mary happiness 5<br/><br/>Each reaction is described by four or more lines, composed thus:<br/><br/>The first line must be a @ on a line on its own; this indicates the start of the reaction.<br/><br/>The second line is the name of the reaction. You can give a set of reactions the same name; only one will ever be used.<br/><br/>Third is the condition. The condition should be standard Quest code that will evaluate to true or false (you can use "this" as normal to refer to the character).<br/><br/>The four and all subsequent lines are "what will happen". You can use these to change the game world (to a limited extent) and to display text. These lines can be of various types, depending on the first character, however, most text (anything beginning with a letter or number) will be printed directly to screen.]]></reactions>
- <object name="mary alibi">
- <inherit name="editor_object" />
- <inherit name="startingtopic" />
- <alias>"Where were you last night?"</alias>
- <exchange>I was playing pool with Clive.</exchange>
- <nowshow type="stringlist">
- <value>mary playing pool</value>
- </nowshow>
- </object>
- <object name="mary dr black">
- <inherit name="editor_object" />
- <inherit name="startingtopic" />
- <exchange>I didn't know him that well. The only time we spent together was when we were having wild crazy sex.</exchange>
- <alias>"How well did you know Dr. Black?"</alias>
- </object>
- <object name="mary playing pool">
- <inherit name="editor_object" />
- <inherit name="topic" />
- <alias>"What time exactly were you playing pool?"</alias>
- <exchange>"Right after I finished having sex with Beckie, and right before I had sex with Clive."</exchange>
- <expires type="boolean">false</expires>
- </object>
- </object>
- </object>
- <object name="South Warren Dj Inn Upstairs Hall 1">
- <inherit name="editor_room" />
- <alias>South Warren -- Dj Inn: Upstairs Hall Split</alias>
- <description>This hall goes to the left and right, with Rooms 16-18 to the left, and 28-30 to your right.</description>
- <exit alias="down" to="South Warren Dj Inn">
- <inherit name="downdirection" />
- </exit>
- <exit alias="east" to="South Warren Dj Inn Upstairs Hall 2">
- <inherit name="eastdirection" />
- </exit>
- </object>
- <command name="Assign Points">
- <pattern>points;pts;pt;stats;levelup;assign;lvl;lvlup</pattern>
- <script>
- assignpoints
- </script>
- </command>
- <command name="Start Game">
- <pattern>Start_Game</pattern>
- <script>
- if (game.pov.firststart = False) {
- Ask ("You can only do this once! Once you leave this room, you will never return! Are you sure?") {
- MoveObject (game.pov, South Warren Dj Inn)
- game.pov.firststart = True
- game.pov.volume = 100
- }
- }
- else {
- msg ("The game has already started!")
- }
- </script>
- </command>
- <object name="South Warren Dj Inn Upstairs Hall 2">
- <inherit name="editor_room" />
- <description>This hall ends in a corner, and has rooms 28-30 in it.</description>
- <alias>South Warren -- Dj Inn: Upstairs Hall Rooms 28-30</alias>
- <exit alias="west" to="South Warren Dj Inn Upstairs Hall 1">
- <inherit name="westdirection" />
- </exit>
- <exit alias="north" to="South Warren Dj Inn Upstairs Hall 3">
- <inherit name="northdirection" />
- </exit>
- </object>
- <object name="South Warren Dj Inn Upstairs Hall 3">
- <inherit name="editor_room" />
- <alias>South Warren -- Dj Inn: Upstairs Hall Rooms 25-27</alias>
- <exit alias="south" to="South Warren Dj Inn Upstairs Hall 2">
- <inherit name="southdirection" />
- </exit>
- <exit name="Room 25" alias="west" to="South Warren Dj Inn Upstairs Hall Room 25">
- <inherit name="westdirection" />
- <locked type="boolean">false</locked>
- <look>This is a test.</look>
- </exit>
- </object>
- <object name="South Warren Dj Inn Upstairs Hall 4">
- <inherit name="editor_room" />
- </object>
- <object name="South Warren Dj Inn Upstairs Hall Room 25">
- <inherit name="editor_room" />
- <exit alias="east" to="South Warren Dj Inn Upstairs Hall 3">
- <inherit name="eastdirection" />
- </exit>
- </object>
- <type name="raceclass_type">
- <Charm type="int">0</Charm>
- <Survival type="int">0</Survival>
- <Class type="string"></Class>
- <money type="int">60</money>
- <HP type="string"></HP>
- <Combat type="int">0</Combat>
- <Intimidate type="int">0</Intimidate>
- <Knowledge type="int">0</Knowledge>
- <Stealth type="int">0</Stealth>
- <Awareness type="int">0</Awareness>
- <Healing type="int">0</Healing>
- <Magic type="int">0</Magic>
- <statusattributes type="stringdictionary">
- <item>
- <key>gender</key>
- <value></value>
- </item>
- <item>
- <key>Class</key>
- <value></value>
- </item>
- <item>
- <key>HP</key>
- <value></value>
- </item>
- <item>
- <key>MP</key>
- <value></value>
- </item>
- <item>
- <key>Armor</key>
- <value></value>
- </item>
- <item>
- <key>Combat</key>
- <value></value>
- </item>
- <item>
- <key>Charm</key>
- <value></value>
- </item>
- <item>
- <key>Deceive</key>
- <value></value>
- </item>
- <item>
- <key>Intimidate</key>
- <value></value>
- </item>
- <item>
- <key>Knowledge</key>
- <value></value>
- </item>
- <item>
- <key>Stealth</key>
- <value></value>
- </item>
- <item>
- <key>Survival</key>
- <value></value>
- </item>
- <item>
- <key>Awareness</key>
- <value></value>
- </item>
- <item>
- <key>Healing</key>
- <value></value>
- </item>
- <item>
- <key>Magic</key>
- <value></value>
- </item>
- </statusattributes>
- <RaceHealth type="int">0</RaceHealth>
- <RaceMagic type="int">0</RaceMagic>
- </type>
- <type name="characterclass">
- <HP type="string"></HP>
- <MP type="string"></MP>
- <Combat type="int">0</Combat>
- <Intimidate type="int">0</Intimidate>
- <Knowledge type="int">0</Knowledge>
- <Charm type="int">0</Charm>
- <Stealth type="int">0</Stealth>
- <Survival type="int">0</Survival>
- <Awareness type="int">0</Awareness>
- <Healing type="int">0</Healing>
- <Magic type="int">0</Magic>
- <MaxHealth type="int">40</MaxHealth>
- <Class type="string"></Class>
- <CP type="int">5</CP>
- <Armor type="int">0</Armor>
- <Health type="int">30</Health>
- <Mana type="int">0</Mana>
- <MaxMana type="int">0</MaxMana>
- <Deceive type="int">0</Deceive>
- <RaceMagic type="int">0</RaceMagic>
- <firststart type="boolean">false</firststart>
- <turncount type="int">0</turncount>
- <sneaklevel type="int">0</sneaklevel>
- <equipped type="object">fists</equipped>
- <changedHealth type="script">
- game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
- </changedHealth>
- <changedMana type="script">
- game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
- </changedMana>
- </type>
- <type name="weapontype" />
- <type name="healthitem" />
- <type name="armortype" />
- <type name="itemdata" />
- <function name="namecharacter">
- msg ("What is your name?")
- get input {
- game.pov.alias = result
- Ask ("So your name is " +result+"?") {
- if (result = True) {
- msg ("Hello " +game.pov.alias+", nice to meet you.")
- characterselect
- }
- else if (result = False) {
- characterselect
- }
- }
- }
- </function>
- <function name="choosegender">
- gendermenu = NewStringList()
- list add (gendermenu, "Male")
- list add (gendermenu, "Female")
- ShowMenu ("Choose a gender.", gendermenu, false) {
- msg ("You're " +result+", huh?")
- game.pov.gender = result
- Ask ("Are you sure you want to be " +result+"?") {
- if (result = True) {
- if (game.pov.gender = "Male") {
- game.pov.Combat = game.pov.Combat + 3
- game.pov.Intimidate = game.pov.Intimidate + 3
- game.pov.Survival = game.pov.Survival + 3
- ClearScreen
- namecharacter
- }
- else if (game.pov.gender = "Female") {
- game.pov.Knowledge = game.pov.Knowledge + 3
- game.pov.Healing = game.pov.Healing + 3
- game.pov.Awareness = game.pov.Awareness + 3
- ClearScreen
- namecharacter
- }
- }
- else if (result = False) {
- choosegender
- }
- }
- }
- </function>
- <function name="assignpoints"><![CDATA[
- pointmenu = NewStringList()
- list add (pointmenu, "Combat")
- list add (pointmenu, "Charm")
- list add (pointmenu, "Intimidate")
- list add (pointmenu, "Deceive")
- list add (pointmenu, "Survival")
- list add (pointmenu, "Stealth")
- list add (pointmenu, "Knowledge")
- list add (pointmenu, "Awareness")
- list add (pointmenu, "Healing")
- list add (pointmenu, "Magic")
- ShowMenu ("Select a Skill to increase. You have " +game.pov.CP+ " available.", pointmenu, true) {
- if (result = "Combat") {
- msg ("How many points would you like to assign to Combat? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Combat = game.pov.Combat + i
- game.pov.CP = game.pov.CP - i
- msg ("Your Combat is now " +game.pov.Combat+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- if (result = "Charm") {
- msg ("How many points would you like to assign to Charm? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Charm = game.pov.Charm + i
- game.pov.CP = game.pov.CP - i
- msg ("Your Charm is now " +game.pov.Charm+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- if (result = "Intimidate") {
- msg ("How many points would you like to assign to Intimidate? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Intimidate = game.pov.Intimidate + i
- game.pov.CP = game.pov.CP - i
- msg ("Your Intimidate is now " +game.pov.Intimidate+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- if (result = "Deceive") {
- msg ("How many points would you like to assign to Deceive? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Deceive = game.pov.Deceive + i
- game.pov.CP = game.pov.CP - i
- msg ("Your Deceive is now " +game.pov.Deceive+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- if (result = "Survival") {
- msg ("How many points would you like to assign to Survival? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Survival = game.pov.Survival + i
- game.pov.MaxHealth = game.pov.MaxHealth + i * game.pov.HealthModifier
- game.pov.Health = game.pov.Health + i * game.pov.HealthModifier
- game.pov.CP = game.pov.CP - i
- msg ("Your Survival is now " +game.pov.Survival+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- if (result = "Stealth") {
- msg ("How many points would you like to assign to Stealth? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Stealth = game.pov.Stealth + i
- game.pov.CP = game.pov.CP - i
- msg ("Your Stealth is now " +game.pov.Stealth+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- if (result = "Knowledge") {
- msg ("How many points would you like to assign to Knowledge? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Knowledge = game.pov.Knowledge + i
- game.pov.MaxMana = game.pov.MaxMana + i * game.pov.ManaModifier
- game.pov.Mana = game.pov.Mana + i * game.pov.ManaModifier
- game.pov.CP = game.pov.CP - i
- msg ("Your Knowledge is now " +game.pov.Knowledge+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- if (result = "Awareness") {
- msg ("How many points would you like to assign to Awareness? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Awareness = game.pov.Awareness + i
- game.pov.CP = game.pov.CP - i
- msg ("Your Awareness is now " +game.pov.Awareness+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- if (result = "Healing") {
- msg ("How many points would you like to assign to Healing? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Healing = game.pov.Healing + i
- game.pov.CP = game.pov.CP - i
- msg ("Your Healing is now " +game.pov.Healing+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- if (result = "Magic") {
- msg ("How many points would you like to assign to Magic? [For example: type 0, 3, or 5]")
- get input {
- i = ToInt(result)
- if (game.pov.CP >= i) {
- game.pov.Magic = game.pov.Magic + i
- game.pov.MaxMana = game.pov.MaxMana + i * game.pov.ManaModifier
- game.pov.Mana = game.pov.Mana + i * game.pov.ManaModifier
- game.pov.CP = game.pov.CP - i
- msg ("Your Magic is now " +game.pov.Magic+ ".")
- Ask ("Would you like to assign more points? " +game.pov.CP+ " points remain!") {
- if (result = True) {
- assignpoints
- }
- else {
- msg ("Very well. You can always assign points by typing points;pts;pt;stats;levelup;assign;lvl;lvlup")
- wait {
- if (game.pov.parent = Character_Setup) {
- msg ("You may now choose your Starting Gear from the items in this room! You won't be able to carry nearly as much as you will outside of this room, so choose carefully what you want to start, but know you will be able to carry a lot more later. <br/><br/>When you are done, type Start_Game.")
- game.pov.volume = 20
- }
- }
- }
- }
- }
- else {
- msg ("You don't have enough points for that result!")
- assignpoints
- }
- }
- }
- }
- ]]></function>
- <function name="raceselect">
- racemenu = NewStringList()
- list add (racemenu, "Human")
- list add (racemenu, "Dwarf")
- list add (racemenu, "Elf")
- list add (racemenu, "Halfling")
- list add (racemenu, "Orc")
- list add (racemenu, "Goblin")
- ShowMenu ("Select Race", racemenu, false) {
- msg ("You are a " +result+".")
- set (player, "race", result)
- // ----------------------------------------------------------------------------------------------------------
- // fixed it up:
- if (result = "Human") {
- msg ("As a Human, you're adaptable, but you're not really great at anything.")
- }
- else if (result = "Dwarf") {
- msg ("Dwarves are a hardy people! You're great at working with stone, and are at home in any cave or stonework.")
- }
- else if (result = "Elf") {
- msg ("Elves are an ancient and wise people, whose natural gifts for Magic make them natural spellcasters. However, their fragile bodies often work against them in battle.")
- }
- else if (result = "Halfling") {
- msg ("The tiny halfling is deceptively clever. Their size gives them a natural advantage, allowing them to go places most others can't.")
- }
- else if (result = "Orc") {
- msg ("The powerful Orcs are brutes of raw strength. Never very bright, they are among the strongest of all races.")
- }
- else if (result = "Goblin") {
- msg ("Vicious and cunning, the Goblins are surprisingly deceptive race, hiding powerful strength in their small bodies.")
- }
- // ----------------------------------------------------------------------------------------------------------
- Ask ("Are you sure this is what you want?") {
- if (result = True) {
- game.pov.look = "You are "+game.pov.race+"."
- obj = GetObject(game.pov.race)
- atts = Split("Charm;Survival;Class;money;HP;Combat;Intimidate;Knowledge;Stealth;Awareness;Healing;Magic;RaceHealth;RaceMagic;Size",";")
- foreach (att, atts) {
- att_value = GetAttribute(obj, att)
- set (game.pov, att, att_value)
- Log ("Setting "+game.pov+"."+att+" to "+att_value)
- }
- ClearScreen
- MoveObject (game.pov, Class_Select)
- choosegender
- }
- else if (result = False) {
- raceselect
- }
- }
- }
- </function>
- <function name="characterselect"><![CDATA[
- charactermenu = NewStringList()
- if (game.pov.race = "Dwarf") {
- charactermenu = NewStringList()
- list add (charactermenu, "Soldier")
- list add (charactermenu, "Priest")
- list add (charactermenu, "Hunter")
- list add (charactermenu, "Bard")
- list add (charactermenu, "Paladin")
- }
- else if (game.pov.race = "Elf") {
- list add (charactermenu, "Mage")
- list add (charactermenu, "Priest")
- list add (charactermenu, "Hunter")
- list add (charactermenu, "Bard")
- list add (charactermenu, "Paladin")
- }
- else if (game.pov.race = "Halfling") {
- list add (charactermenu, "Mage")
- list add (charactermenu, "Thief")
- list add (charactermenu, "Hunter")
- list add (charactermenu, "Bard")
- list add (charactermenu, "Paladin")
- }
- else if (game.pov.race = "Orc") {
- list add (charactermenu, "Soldier")
- list add (charactermenu, "Mage")
- list add (charactermenu, "Thief")
- list add (charactermenu, "Priest")
- list add (charactermenu, "Hunter")
- }
- else if (game.pov.race = "Goblin") {
- list add (charactermenu, "Soldier")
- list add (charactermenu, "Mage")
- list add (charactermenu, "Thief")
- list add (charactermenu, "Hunter")
- list add (charactermenu, "Bard")
- }
- else if (game.pov.race = "Human") {
- list add (charactermenu, "Soldier")
- list add (charactermenu, "Mage")
- list add (charactermenu, "Thief")
- list add (charactermenu, "Priest")
- list add (charactermenu, "Hunter")
- list add (charactermenu, "Bard")
- list add (charactermenu, "Paladin")
- }
- ShowMenu ("Select Class", charactermenu, false) {
- char = result
- msg ("You chose " +result+".")
- if (result<>null) {
- if (result = "Soldier") {
- Ask ("Are you sure you want to be the " +result+"?") {
- if (result = True) {
- game.pov.Combat = game.pov.Combat + 15
- game.pov.Intimidate = game.pov.Intimidate + 15
- game.pov.Knowledge = game.pov.Knowledge + 5
- game.pov.Stealth = game.pov.Stealth + 5
- game.pov.Deceive = game.pov.Deceive + 5
- game.pov.Magic = 0
- game.pov.Healing = 0
- game.pov.Charm = game.pov.Charm + 10
- game.pov.Survival = game.pov.Survival + 10
- game.pov.Awareness = game.pov.Awareness + 10
- game.pov.Class = "Soldier"
- game.pov.Health = game.pov.Survival + game.pov.RaceHealth
- game.pov.Mana = game.pov.Knowledge + game.pov.RaceMagic
- if (game.pov.Health < 5) {
- game.pov.Health = 5
- }
- if (game.pov.Mana < 5) {
- game.pov.Mana = 5
- }
- game.pov.Health = game.pov.Health * 5
- game.pov.Mana = game.pov.Mana * 0
- game.pov.HealthModifier = 5
- game.pov.ManaModifier = 0
- game.pov.MaxHealth = game.pov.Health
- game.pov.MaxMana = game.pov.Mana
- game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
- game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
- ClearScreen
- MoveObject (game.pov, Character_Setup)
- assignpoints
- }
- else if (result = False) {
- characterselect
- }
- }
- }
- else if (char = "Mage") {
- Ask ("Are you sure you want to be the " +char+"?") {
- if (result = True) {
- game.pov.Combat = 0
- game.pov.Intimidate = 0
- game.pov.Magic = game.pov.Magic + 15
- game.pov.Knowledge = game.pov.Knowledge + 15
- game.pov.Healing = game.pov.Healing + 10
- game.pov.Survival = game.pov.Survival + 10
- game.pov.Awareness = game.pov.Awareness + 5
- game.pov.Stealth = game.pov.Stealth + 5
- game.pov.Charm = game.pov.Charm + 5
- game.pov.Deceive = game.pov.Deceive + 10
- game.pov.Class = "Mage"
- game.pov.Health = game.pov.Survival + game.pov.RaceHealth
- game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
- if (game.pov.Health < 5) {
- game.pov.Health = 5
- }
- if (game.pov.Mana < 5) {
- game.pov.Mana = 5
- }
- game.pov.Health = game.pov.Health * 1
- game.pov.Mana = game.pov.Mana * 3
- game.pov.MaxHealth = game.pov.Health
- game.pov.HealthModifier = 1
- game.pov.ManaModifier = 3
- game.pov.MaxMana = game.pov.Mana
- game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
- game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
- ClearScreen
- MoveObject (game.pov, Character_Setup)
- assignpoints
- }
- else if (result = False) {
- characterselect
- }
- }
- }
- else if (char = "Thief") {
- Ask ("Are you sure you want to be the " +char+"?") {
- if (result = True) {
- game.pov.Combat = game.pov.Combat + 5
- game.pov.Intimidate = game.pov.Intimidate + 10
- game.pov.Magic = 0
- game.pov.Knowledge = game.pov.Knowledge + 5
- game.pov.Healing = 0
- game.pov.Survival = game.pov.Survival + 5
- game.pov.Awareness = game.pov.Awareness + 10
- game.pov.Stealth = game.pov.Stealth + 15
- game.pov.Charm = game.pov.Charm + 15
- game.pov.Deceive = game.pov.Deceive + 10
- game.pov.Class = "Thief"
- game.pov.Health = game.pov.Survival + game.pov.RaceHealth
- game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
- if (game.pov.Health < 5) {
- game.pov.Health = 5
- }
- if (game.pov.Mana < 5) {
- game.pov.Mana = 5
- }
- game.pov.Health = game.pov.Health * 2
- game.pov.Mana = game.pov.Mana * 0
- game.pov.MaxHealth = game.pov.Health
- game.pov.HealthModifier = 2
- game.pov.ManaModifier = 0
- game.pov.MaxMana = game.pov.Mana
- game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
- game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
- ClearScreen
- MoveObject (game.pov, Character_Setup)
- assignpoints
- }
- else if (result = False) {
- characterselect
- }
- }
- }
- else if (char = "Priest") {
- Ask ("Are you sure you want to be the " +char+"?") {
- if (result = True) {
- game.pov.Combat = 0
- game.pov.Intimidate = game.pov.Intimidate + 5
- game.pov.Magic = game.pov.Magic + 10
- game.pov.Knowledge = game.pov.Knowledge + 10
- game.pov.Healing = game.pov.Healing + 15
- game.pov.Survival = game.pov.Survival + 5
- game.pov.Awareness = game.pov.Awareness + 10
- game.pov.Stealth = game.pov.Stealth + 5
- game.pov.Charm = game.pov.Charm + 15
- game.pov.Deceive = 0
- game.pov.Class = "Priest"
- game.pov.Health = game.pov.Survival + game.pov.RaceHealth
- game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
- if (game.pov.Health < 5) {
- game.pov.Health = 5
- }
- if (game.pov.Mana < 5) {
- game.pov.Mana = 5
- }
- game.pov.Health = game.pov.Health * 3
- game.pov.Mana = game.pov.Mana * 2
- game.pov.MaxHealth = game.pov.Health
- game.pov.HealthModifier = 3
- game.pov.ManaModifier = 2
- game.pov.MaxMana = game.pov.Mana
- game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
- game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
- ClearScreen
- MoveObject (game.pov, Character_Setup)
- assignpoints
- }
- else if (result = False) {
- characterselect
- }
- }
- }
- else if (char = "Hunter") {
- Ask ("Are you sure you want to be the " +char+"?") {
- if (result = True) {
- game.pov.Combat = game.pov.Combat + 10
- game.pov.Intimidate = game.pov.Intimidate + 10
- game.pov.Magic = 0
- game.pov.Knowledge = game.pov.Knowledge + 5
- game.pov.Healing = 0
- game.pov.Survival = game.pov.Survival + 15
- game.pov.Awareness = game.pov.Awareness + 15
- game.pov.Stealth = game.pov.Stealth + 10
- game.pov.Charm = game.pov.Charm + 5
- game.pov.Deceive = game.pov.Deceive + 5
- game.pov.Class = "Hunter"
- game.pov.Health = game.pov.Survival + game.pov.RaceHealth
- game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
- if (game.pov.Health < 5) {
- game.pov.Health = 5
- }
- if (game.pov.Mana < 5) {
- game.pov.Mana = 5
- }
- game.pov.Health = game.pov.Health * 4
- game.pov.Mana = game.pov.Mana * 0
- game.pov.MaxHealth = game.pov.Health
- game.pov.HealthModifier = 4
- game.pov.ManaModifier = 0
- game.pov.MaxMana = game.pov.Mana
- game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
- game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
- ClearScreen
- MoveObject (game.pov, Character_Setup)
- assignpoints
- }
- else if (result = False) {
- characterselect
- }
- }
- }
- else if (char = "Bard") {
- Ask ("Are you sure you want to be the " +char+"?") {
- if (result = True) {
- game.pov.Combat = 0
- game.pov.Intimidate = game.pov.Intimidate + 10
- game.pov.Magic = game.pov.Magic + 5
- game.pov.Knowledge = game.pov.Knowledge + 10
- game.pov.Healing = game.pov.Healing + 5
- game.pov.Survival = game.pov.Survival + 5
- game.pov.Awareness = game.pov.Awareness + 10
- game.pov.Stealth = 0
- game.pov.Charm = game.pov.Charm + 15
- game.pov.Deceive = game.pov.Deceive + 15
- game.pov.Class = "Bard"
- game.pov.Health = game.pov.Survival + game.pov.RaceHealth
- game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
- if (game.pov.Health < 5) {
- game.pov.Health = 5
- }
- if (game.pov.Mana < 5) {
- game.pov.Mana = 5
- }
- game.pov.Health = game.pov.Health * 1
- game.pov.Mana = game.pov.Mana * 1
- game.pov.MaxHealth = game.pov.Health
- game.pov.HealthModifier = 1
- game.pov.ManaModifier = 1
- game.pov.MaxMana = game.pov.Mana
- game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
- game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
- ClearScreen
- MoveObject (game.pov, Character_Setup)
- assignpoints
- }
- else if (result = False) {
- characterselect
- }
- }
- }
- else if (char = "Paladin") {
- Ask ("Are you sure you want to be the " +char+"?") {
- if (result = True) {
- game.pov.Combat = game.pov.Combat + 10
- game.pov.Intimidate = game.pov.Intimidate + 5
- game.pov.Magic = game.pov.Magic + 10
- game.pov.Knowledge = game.pov.Knowledge + 5
- game.pov.Healing = game.pov.Healing + 10
- game.pov.Survival = game.pov.Survival + 15
- game.pov.Awareness = game.pov.Awareness + 5
- game.pov.Stealth = 0
- game.pov.Charm = game.pov.Charm + 15
- game.pov.Deceive = 0
- game.pov.Class = "Paladin"
- game.pov.Health = game.pov.Survival + game.pov.RaceHealth
- game.pov.Mana = game.pov.Knowledge + game.pov.Magic + game.pov.RaceMagic
- if (game.pov.Health < 5) {
- game.pov.Health = 5
- }
- if (game.pov.Mana < 5) {
- game.pov.Mana = 5
- }
- game.pov.Health = game.pov.Health * 3
- game.pov.Mana = game.pov.Mana * 2
- game.pov.MaxHealth = game.pov.Health
- game.pov.HealthModifier = 3
- game.pov.ManaModifier = 2
- game.pov.MaxMana = game.pov.Mana
- game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
- game.pov.MP = ""+game.pov.Mana+ " / " +game.pov.MaxMana+ ""
- ClearScreen
- MoveObject (game.pov, Character_Setup)
- assignpoints
- }
- else if (result = False) {
- characterselect
- }
- }
- }
- }
- else {
- msg ("You chose to cancel.")
- }
- }
- game.pov.hitpoints = game.pov.Health
- game.pov.changedHealth => {
- game.pov.hitpoints = game.pov.Health
- game.pov.HP = ""+game.pov.Health+ " / " +game.pov.MaxHealth+ ""
- }
- game.pov.changedhitpoints => {
- set (game.pov, "Health", game.pov.hitpoints)
- if (0 >= game.pov.hitpoints) {
- if (game.pov.MaxHealth >= 1) {
- msg ("You are dead!")
- finish
- }
- }
- else {
- UpdateStatus
- }
- }
- ]]></function>
- </asl>
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