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Dec 7th, 2019
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  1. function farmer(){
  2.     let text_description="The farmer talks about his daily struggles :";
  3.     let text_attack1="My wheat doesn't grow fast enough";
  4.     let text_attack2="I don't have enough food for the winter ";
  5.     let text_attack3="My wife is pregnant and she has fever, I don't think she'll make it";
  6.     let text_attack4="My tools are useless with all thoses rocks in the ground";
  7.     let number = 1;
  8.     let number_player = 3;
  9.     let player_text_description = "What shall you do?";
  10.     let enemyNumber = 0;
  11.     if(enemyHP<=0 && FARMER_DID_ONCE=="true"){
  12.         towards_farm();
  13.         FIGHT_STAGE=0;
  14.     }
  15.     else if(FIGHT_STAGE==0){
  16.         phase_default_value(enemyNumber);
  17.         phase_fight_btn(number, enemyNumber);
  18.         console.log("phase fight btn");
  19.         FARMER_DID_ONCE="true";
  20.     }
  21.     else if(FIGHT_STAGE==1){
  22.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  23.         console.log("phase fight enemy");  
  24.     }
  25.     else if(FIGHT_STAGE==2){
  26.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  27.         console.log("phase player turn");  
  28.     }
  29. }
  30. function slave(){
  31.     let text_description="The slave talks about how worn he his from overworking :";
  32.     let text_attack1="My ball and chain is really chaffing my ankle...";
  33.     let text_attack2="My master barely feeds me any meal...";
  34.     let text_attack3="I miss my family...";
  35.     let text_attack4="I keep repairing this damned water wheel...";
  36.     let number = 1;
  37.     let number_player = 3;
  38.     let player_text_description = "What shall you do?";
  39.     let enemyNumber = 1;
  40.     if(enemyHP<=0 && SLAVE_DID_ONCE=="true"){
  41.         towards_windmill();
  42.         FIGHT_STAGE=0;
  43.     }
  44.     else if(FIGHT_STAGE==0){
  45.         phase_default_value(enemyNumber);
  46.         phase_fight_btn(number, enemyNumber);
  47.         console.log("phase fight btn");
  48.         SLAVE_DID_ONCE="true";
  49.     }
  50.     else if(FIGHT_STAGE==1){
  51.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  52.         console.log("phase fight enemy");  
  53.     }
  54.     else if(FIGHT_STAGE==2){
  55.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  56.         console.log("phase player turn");  
  57.     }
  58. }
  59. function cat(){
  60.     let text_description="The cat hisses:";
  61.     let text_attack1="The cat hisses at you.";
  62.     let text_attack2="The cat pounces at you.";
  63.     let text_attack3="The cat ignores you.";
  64.     let text_attack4="meow.";
  65.     let number = 1;
  66.     let number_player = 2;
  67.     let player_text_description = "What shall you do?";
  68.     let enemyNumber = 2;
  69.     if(enemyHP<=0 && CAT_DID_ONCE=="true"){
  70.         towards_barn();
  71.         FIGHT_STAGE=0;
  72.     }
  73.     else if(FIGHT_STAGE==0){
  74.         phase_default_value(enemyNumber);
  75.         phase_fight_btn(number, enemyNumber);
  76.         console.log("phase fight btn");
  77.         CAT_DID_ONCE="true";
  78.     }
  79.     else if(FIGHT_STAGE==1){
  80.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  81.         console.log("phase fight enemy");  
  82.     }
  83.     else if(FIGHT_STAGE==2){
  84.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  85.         console.log("phase player turn");  
  86.     }
  87. }
  88. function cow(){
  89.     let text_description="The cow ... is being a cow? :";
  90.     let text_attack1="Moooooo.";
  91.     let text_attack2="Mooo.";
  92.     let text_attack3="MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.";
  93.     let text_attack4="Moo.";
  94.     let number = 1;
  95.     let number_player = 3;
  96.     let player_text_description = "What shall you do?";
  97.     let enemyNumber = 3;
  98.     if(enemyHP<=0 && COW_DID_ONCE=="true"){
  99.         towards_meadow();
  100.         FIGHT_STAGE=0;
  101.     }
  102.     else if(FIGHT_STAGE==0){
  103.         phase_default_value(enemyNumber);
  104.         phase_fight_btn(number, enemyNumber);
  105.         console.log("phase fight btn");
  106.         COW_DID_ONCE="true";
  107.     }
  108.     else if(FIGHT_STAGE==1){
  109.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  110.         console.log("phase fight enemy");  
  111.     }
  112.     else if(FIGHT_STAGE==2){
  113.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  114.         console.log("phase player turn");  
  115.     }
  116. }
  117. function fox(){
  118.     let text_description="The fox glares at you from atop the tree :";
  119.     let text_attack1="It lets out a powerful screech.";
  120.     let text_attack2="It falls asleep.";
  121.     let text_attack3="The fox hides in the leaves.";
  122.     let text_attack4="The fox stares at you.";
  123.     let number = 1;
  124.     let number_player = 3;
  125.     let player_text_description = "What shall you do?";
  126.     let enemyNumber = 4;
  127.     if(enemyHP<=0 && FOX_DID_ONCE=="true"){ //A changer
  128.         towards_forest();
  129.         FIGHT_STAGE=0;
  130.     }
  131.     else if(FIGHT_STAGE==0){
  132.         phase_default_value(enemyNumber);
  133.         phase_fight_btn(number, enemyNumber);
  134.         console.log("phase fight btn");
  135.         FOX_DID_ONCE="true"; //A changer
  136.     }
  137.     else if(FIGHT_STAGE==1){
  138.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  139.         console.log("phase fight enemy");  
  140.     }
  141.     else if(FIGHT_STAGE==2){
  142.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  143.         console.log("phase player turn");  
  144.     }
  145. }
  146. function poor(){
  147.     let text_description="The poor man slumped on a cart mumbles something at you :";
  148.     let text_attack1="Please spare a coin.";
  149.     let text_attack2="I sleep on this carpet everyday.";
  150.     let text_attack3="OSIHEOIUHOSEIFOIAPWJDPOJF ??????????";
  151.     let text_attack4="The man is completely silent.";
  152.     let number = 1;
  153.     let number_player = 3;
  154.     let player_text_description = "What shall you do?";
  155.     let enemyNumber = 5;
  156.     if(enemyHP<=0 && POOR_DID_ONCE=="true"){ //A changer
  157.         towards_slums();
  158.         FIGHT_STAGE=0;
  159.     }
  160.     else if(FIGHT_STAGE==0){
  161.         phase_default_value(enemyNumber);
  162.         phase_fight_btn(number, enemyNumber);
  163.         console.log("phase fight btn");
  164.         POOR_DID_ONCE="true"; //A changer
  165.     }
  166.     else if(FIGHT_STAGE==1){
  167.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  168.         console.log("phase fight enemy");  
  169.     }
  170.     else if(FIGHT_STAGE==2){
  171.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  172.         console.log("phase player turn");  
  173.     }
  174. }
  175. function noble(){
  176.     let text_description="You chat with the rich folk:";
  177.     let text_attack1="THE LANDLORDS DON'T TAX THE POOR ENOUGH!";
  178.     let text_attack2="MY TOWNSHIP AIN'T BRINGING IN ENOUGH COINS!";
  179.     let text_attack3="I HATE MY WIFE, SHE REFUSES TO HAVE A NINTH CHILD!";
  180.     let text_attack4="THE KING TOOK TOO MUCH OF MY SHARE!";
  181.     let number = 1;
  182.     let number_player = 3;
  183.     let player_text_description = "What shall you do?";
  184.     let enemyNumber = 6;
  185.     if(enemyHP<=0 && NOBLE_DID_ONCE=="true"){ //A changer
  186.         towards_townCenter();
  187.         FIGHT_STAGE=0;
  188.     }
  189.     else if(FIGHT_STAGE==0){
  190.         phase_default_value(enemyNumber);
  191.         phase_fight_btn(number, enemyNumber);
  192.         console.log("phase fight btn");
  193.         NOBLE_DID_ONCE="true"; //A changer
  194.     }
  195.     else if(FIGHT_STAGE==1){
  196.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  197.         console.log("phase fight enemy");  
  198.     }
  199.     else if(FIGHT_STAGE==2){
  200.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  201.         console.log("phase player turn");  
  202.     }
  203. }
  204. function madWitch(){
  205.     let text_description="The mad witch talks...maybe? :";
  206.     let text_attack1="HAHAHAHAHAHAHA DRINK THIS POTION LAD YOU'LL GET S T R O N G E RRRRRRRRRRR!?!?!?!?";
  207.     let text_attack2="An eerie silence reigns.";
  208.     let text_attack3="The witch lobs a strange fuming mix at you while spouting nonsense.";
  209.     let text_attack4="WHAT ARE YOU DOING HERE?!?";
  210.     let number = 1;
  211.     let number_player = 3;
  212.     let player_text_description = "What shall you do?";
  213.     let enemyNumber = 7;
  214.     if(enemyHP<=0 && WITCH_DID_ONCE=="true"){ //A changer
  215.         towards_apothecary();
  216.         FIGHT_STAGE=0;
  217.     }
  218.     else if(FIGHT_STAGE==0){
  219.         phase_default_value(enemyNumber);
  220.         phase_fight_btn(number, enemyNumber);
  221.         console.log("phase fight btn");
  222.         WITCH_DID_ONCE="true"; //A changer
  223.     }
  224.     else if(FIGHT_STAGE==1){
  225.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  226.         console.log("phase fight enemy");  
  227.     }
  228.     else if(FIGHT_STAGE==2){
  229.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  230.         console.log("phase player turn");  
  231.     }
  232. }
  233. function drunkard(){
  234.     let text_description="The drunkard attempts to form some word with his lips :";
  235.     let text_attack1="Ish been driiinking since i've clooooosed the shoppe hehehehehe.";
  236.     let text_attack2="The man takes a enormous gulp of ale. But it's not his...";
  237.     let text_attack3="Inaudible moaning intensifies...";
  238.     let text_attack4="He attemps to hug you.";
  239.     let number = 1;
  240.     let number_player = 3;
  241.     let player_text_description = "What shall you do?";
  242.     let enemyNumber = 8;
  243.     if(enemyHP<=0 && DRUNKARD_DID_ONCE=="true"){ //A changer
  244.         towards_tavern();
  245.         FIGHT_STAGE=0;
  246.     }
  247.     else if(FIGHT_STAGE==0){
  248.         phase_default_value(enemyNumber);
  249.         phase_fight_btn(number, enemyNumber);
  250.         console.log("phase fight btn");
  251.         DRUNKARD_DID_ONCE="true"; //A changer
  252.     }
  253.     else if(FIGHT_STAGE==1){
  254.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  255.         console.log("phase fight enemy");  
  256.     }
  257.     else if(FIGHT_STAGE==2){
  258.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  259.         console.log("phase player turn");  
  260.     }
  261. }
  262. function doubtingBeliever(){
  263.     let text_description="The doubting believer politely explains his disarray :";
  264.     let text_attack1="I...can't believe our messiah would let me down this way.";
  265.     let text_attack2="The priest can't even explain my predicament.";
  266.     let text_attack3="The tithe makes no sense...";
  267.     let text_attack4="God let my fiancée drown in the river...";
  268.     let number = 1;
  269.     let number_player = 3;
  270.     let player_text_description = "What shall you do?";
  271.     let enemyNumber = 9;
  272.     if(enemyHP<=0 && BELIEVER_DID_ONCE=="true"){ //A changer
  273.         towards_church();
  274.         FIGHT_STAGE=0;
  275.     }
  276.     else if(FIGHT_STAGE==0){
  277.         phase_default_value(enemyNumber);
  278.         phase_fight_btn(number, enemyNumber);
  279.         console.log("phase fight btn");
  280.         BELIEVER_DID_ONCE="true"; //A changer
  281.     }
  282.     else if(FIGHT_STAGE==1){
  283.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  284.         console.log("phase fight enemy");  
  285.     }
  286.     else if(FIGHT_STAGE==2){
  287.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  288.         console.log("phase player turn");  
  289.     }
  290. }
  291. function peddler(){
  292.     let text_description="The peddler sheepishly explains his situation :";
  293.     let text_attack1="I've lost my voice... I can't sell my wares as good as I used to";
  294.     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...";
  295.     let text_attack3="My cart broke down a few days ago, i've lost so much because of it...";
  296.     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";
  297.     let number = 1;
  298.     let number_player = 3;
  299.     let player_text_description = "What shall you do?";
  300.     let enemyNumber = 10;
  301.     if(enemyHP<=0 && PEDDLER_DID_ONCE=="true"){ //A changer
  302.         towards_mainStreet();
  303.         FIGHT_STAGE=0;
  304.     }
  305.     else if(FIGHT_STAGE==0){
  306.         phase_default_value(enemyNumber);
  307.         phase_fight_btn(number, enemyNumber);
  308.         console.log("phase fight btn");
  309.         PEDDLER_DID_ONCE="true"; //A changer
  310.     }
  311.     else if(FIGHT_STAGE==1){
  312.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  313.         console.log("phase fight enemy");  
  314.     }
  315.     else if(FIGHT_STAGE==2){
  316.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  317.         console.log("phase player turn");  
  318.     }
  319. }
  320. function lonelyKing(){
  321.     let text_description="The King takes a stand a speaks of his concerns :";
  322.     let text_attack1="My people think we're safe from an invasion, but a threat looms in the shadows...";
  323.     let text_attack2="My wife has only birthed girls...I've yet to have a heir for the throne.";
  324.     let text_attack3="I cannot trust anyone. ";
  325.     let text_attack4="My guards are a bunch of weaklings...";
  326.     let number = 1;
  327.     let number_player = 3;
  328.     let player_text_description = "What shall you do?";
  329.     let enemyNumber = 11;
  330.     if(enemyHP<=0 && KING_DID_ONCE=="true"){ //A changer
  331.         towards_castle();
  332.         FIGHT_STAGE=0;
  333.     }
  334.     else if(FIGHT_STAGE==0){
  335.         phase_default_value(enemyNumber);
  336.         phase_fight_btn(number, enemyNumber);
  337.         console.log("phase fight btn");
  338.         KING_DID_ONCE="true"; //A changer
  339.     }
  340.     else if(FIGHT_STAGE==1){
  341.         phase_fight_enemy(text_description, text_attack1, text_attack2, text_attack3, text_attack4, enemyNumber);
  342.         console.log("phase fight enemy");  
  343.     }
  344.     else if(FIGHT_STAGE==2){
  345.         phase_fight_player_turn(player_text_description, enemyNumber, number_player);
  346.         console.log("phase player turn");  
  347.     }
  348. }
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