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- function farmer(){
- let text_description="The farmer talks about his daily struggles :";
- let text_attack1="My wheat doesn't grow fast enough";
- let text_attack2="I don't have enough food for the winter ";
- let text_attack3="My wife is pregnant and she has fever, I don't think she'll make it";
- let text_attack4="My tools are useless with all thoses rocks in the ground";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 0;
- if(enemyHP<=0 && FARMER_DID_ONCE=="true"){
- towards_farm();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- FARMER_DID_ONCE="true";
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function slave(){
- let text_description="The slave talks about how worn he his from overworking :";
- let text_attack1="My ball and chain is really chaffing my ankle...";
- let text_attack2="My master barely feeds me any meal...";
- let text_attack3="I miss my family...";
- let text_attack4="I keep repairing this damned water wheel...";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 1;
- if(enemyHP<=0 && SLAVE_DID_ONCE=="true"){
- towards_windmill();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- SLAVE_DID_ONCE="true";
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function cat(){
- let text_description="The cat hisses:";
- let text_attack1="The cat hisses at you.";
- let text_attack2="The cat pounces at you.";
- let text_attack3="The cat ignores you.";
- let text_attack4="meow.";
- let number = 1;
- let number_player = 2;
- let player_text_description = "What shall you do?";
- let enemyNumber = 2;
- if(enemyHP<=0 && CAT_DID_ONCE=="true"){
- towards_barn();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- CAT_DID_ONCE="true";
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function cow(){
- let text_description="The cow ... is being a cow? :";
- let text_attack1="Moooooo.";
- let text_attack2="Mooo.";
- let text_attack3="MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.";
- let text_attack4="Moo.";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 3;
- if(enemyHP<=0 && COW_DID_ONCE=="true"){
- towards_meadow();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- COW_DID_ONCE="true";
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function fox(){
- let text_description="The fox glares at you from atop the tree :";
- let text_attack1="It lets out a powerful screech.";
- let text_attack2="It falls asleep.";
- let text_attack3="The fox hides in the leaves.";
- let text_attack4="The fox stares at you.";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 4;
- if(enemyHP<=0 && FOX_DID_ONCE=="true"){ //A changer
- towards_forest();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- FOX_DID_ONCE="true"; //A changer
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function poor(){
- let text_description="The poor man slumped on a cart mumbles something at you :";
- let text_attack1="Please spare a coin.";
- let text_attack2="I sleep on this carpet everyday.";
- let text_attack3="OSIHEOIUHOSEIFOIAPWJDPOJF ??????????";
- let text_attack4="The man is completely silent.";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 5;
- if(enemyHP<=0 && POOR_DID_ONCE=="true"){ //A changer
- towards_slums();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- POOR_DID_ONCE="true"; //A changer
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function noble(){
- let text_description="You chat with the rich folk:";
- let text_attack1="THE LANDLORDS DON'T TAX THE POOR ENOUGH!";
- let text_attack2="MY TOWNSHIP AIN'T BRINGING IN ENOUGH COINS!";
- let text_attack3="I HATE MY WIFE, SHE REFUSES TO HAVE A NINTH CHILD!";
- let text_attack4="THE KING TOOK TOO MUCH OF MY SHARE!";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 6;
- if(enemyHP<=0 && NOBLE_DID_ONCE=="true"){ //A changer
- towards_townCenter();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- NOBLE_DID_ONCE="true"; //A changer
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function madWitch(){
- let text_description="The mad witch talks...maybe? :";
- let text_attack1="HAHAHAHAHAHAHA DRINK THIS POTION LAD YOU'LL GET S T R O N G E RRRRRRRRRRR!?!?!?!?";
- let text_attack2="An eerie silence reigns.";
- let text_attack3="The witch lobs a strange fuming mix at you while spouting nonsense.";
- let text_attack4="WHAT ARE YOU DOING HERE?!?";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 7;
- if(enemyHP<=0 && WITCH_DID_ONCE=="true"){ //A changer
- towards_apothecary();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- WITCH_DID_ONCE="true"; //A changer
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function drunkard(){
- let text_description="The drunkard attempts to form some word with his lips :";
- let text_attack1="Ish been driiinking since i've clooooosed the shoppe hehehehehe.";
- let text_attack2="The man takes a enormous gulp of ale. But it's not his...";
- let text_attack3="Inaudible moaning intensifies...";
- let text_attack4="He attemps to hug you.";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 8;
- if(enemyHP<=0 && DRUNKARD_DID_ONCE=="true"){ //A changer
- towards_tavern();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- DRUNKARD_DID_ONCE="true"; //A changer
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function doubtingBeliever(){
- let text_description="The doubting believer politely explains his disarray :";
- let text_attack1="I...can't believe our messiah would let me down this way.";
- let text_attack2="The priest can't even explain my predicament.";
- let text_attack3="The tithe makes no sense...";
- let text_attack4="God let my fiancée drown in the river...";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 9;
- if(enemyHP<=0 && BELIEVER_DID_ONCE=="true"){ //A changer
- towards_church();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- BELIEVER_DID_ONCE="true"; //A changer
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function peddler(){
- let text_description="The peddler sheepishly explains his situation :";
- let text_attack1="I've lost my voice... I can't sell my wares as good as I used to";
- let text_attack2="Last town I've been to had seemingly good pieces of armor, so I brought them here; but the war trade is bad, none of it sells...";
- let text_attack3="My cart broke down a few days ago, i've lost so much because of it...";
- let text_attack4="Wandering merchants are so lonely... I'd take anyone who wished to travel the world with me, I can love anyone, whatever they are";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 10;
- if(enemyHP<=0 && PEDDLER_DID_ONCE=="true"){ //A changer
- towards_mainStreet();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- PEDDLER_DID_ONCE="true"; //A changer
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
- function lonelyKing(){
- let text_description="The King takes a stand a speaks of his concerns :";
- let text_attack1="My people think we're safe from an invasion, but a threat looms in the shadows...";
- let text_attack2="My wife has only birthed girls...I've yet to have a heir for the throne.";
- let text_attack3="I cannot trust anyone. ";
- let text_attack4="My guards are a bunch of weaklings...";
- let number = 1;
- let number_player = 3;
- let player_text_description = "What shall you do?";
- let enemyNumber = 11;
- if(enemyHP<=0 && KING_DID_ONCE=="true"){ //A changer
- towards_castle();
- FIGHT_STAGE=0;
- }
- else if(FIGHT_STAGE==0){
- phase_default_value(enemyNumber);
- phase_fight_btn(number, enemyNumber);
- console.log("phase fight btn");
- KING_DID_ONCE="true"; //A changer
- }
- else if(FIGHT_STAGE==1){
- phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
- console.log("phase fight enemy");
- }
- else if(FIGHT_STAGE==2){
- phase_fight_player_turn(player_text_description, enemyNumber, number_player);
- console.log("phase player turn");
- }
- }
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