//TODO LIST:: //Setup classes //Create a set of definitions of perks //Create a list that links perks together as a class //Switch out stat setting text with nice looking text //Setup elemental and weapon resistance //Setup text for when elemental weakness / weapon weakness is applied //Setup text for when perice damage is applied //Setup evasion effect high DEX will give a chance of - on hit roll //Setup monster turns //Setup immortal status depending on what other monsters are alive for multi part boss fights //Setup monster chatting for when I want a monster to say something to you as you fight or when the fight starts //---------------------------------------------------------------------------------------- //DEFINE ALL TEXT FOR EVERYTHING IN A FIGHT //---------------------------------------------------------------------------------------- #TextEngine if runArg1|=|1 call #TextEncounter if runArg1|=|2 call #TextChooseAction if runArg1|=|3 call #TextSTRAttack if runArg1|=|4 call #TextDEXAttack if runArg1|=|5 call #TextDEXRangedAttack if runArg1|=|6 call #TextINTSpell if runArg1|=|7 call #TextWIZSpell if runArg1|=|8 call #TextWIPAction if runArg1|=|9 call ##TextSTRInfo if runArg1|=|10 call #TextCONInfo if runArg1|=|11 call #TextDEXInfo if runArg1|=|12 call #TextINTInfo if runArg1|=|13 call #TextWIZInfo if runArg1|=|14 call #TextCHAInfo if runArg1|=|15 call #TextEffectPosion if runArg1|=|16 call #TextEffectStun if runArg1|=|17 call #TextChooseMonster if runArg1|=|18 call #TextMiss if runArg1|=|19 call #TextGreatRoll if runArg1|=|20 call #TextOkRoll if runArg1|=|21 call #TextMonsterDeath if runArg1|=|22 call #TextDefend if runArg1|=|23 call #TextItemChoose if runArg1|=|24 call #TextItemUse if runArg1|=|25 call #TextItemHerb if runArg1|=|26 call #TextItemTonic if runArg1|=|27 call #TextFighter if runArg1|=|28 call #TextThief if runArg1|=|29 call #TextBowmen if runArg1|=|30 call #TextMage if runArg1|=|31 call #TextPriest quit #TextEncounter msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %m═You hear something making noise!═ msg %eYou encounter... msg %m═{Monster1Name}!═ msg %m═{Monster2Name}!═ msg %m═{Monster3Name}!═ msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextChooseAction msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e.► msg %e,► msg %e.► msg %e,► msg %e.► msg %bChoose an action.► msg %e.► msg %e,► msg %e.► msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextSTRAttack msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %2₧You swing with all your might!₧ msg %2₧Your sword smashes the %4{MonsterName}%2!₧ msg %2₧it blocked %4{MonsterArmor} %2dmg!₧ msg %2₧You deal %4{dice} %2damage!₧ msg %e.{ElementWeaknessDmg} msg %e,{WeaponWeaknessDmg} msg %e.{PericingDmg} msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextDEXAttack //DEX attack msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %2₧You spring towards the monster!₧ msg %2₧Your dagger slashes the %4{MonsterName}%2!₧ msg %2₧it blocked %4{MonsterArmor} %2dmg!₧ msg %2₧You deal %4{dice} %2damage!₧ msg %e.{ElementWeaknessDmg} msg %e,{WeaponWeaknessDmg} msg %e.{PericingDmg} msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextDEXRangedAttack //DEX attack ranged msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %2You take aim and fire! msg %2Your arrow strikes the %4{MonsterName}%2! msg %2it blocked %4{MonsterArmor} %2dmg! msg %2You deal %4{dice} %2damage! msg %e.{ElementWeaknessDmg} msg %e,{WeaponWeaknessDmg} msg %e.{PericingDmg} msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextINTSpell //INT spell msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %2▐You hurl magical energy!▐ msg %2▐Your fireball strikes the %4{MonsterName}%2!▐ msg %2▐it blocked %4{MonsterArmor} %2dmg!▐ msg %2▐You deal %4{dice} %2damage!▐ msg %e.{ElementWeaknessDmg} msg %e,{WeaponWeaknessDmg} msg %e.{PericingDmg} msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextWIZSpell //WIZ spell msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %2☼You summon divine energies!☼ msg %2☼Your light falls onto the %4{MonsterName}%2!☼ msg %2☼It blocked %4{MonsterArmor} %2dmg!☼ msg %2☼You deal %4{dice} %2damage!☼ msg %e.{ElementWeaknessDmg} msg %e,{WeaponWeaknessDmg} msg %e.{PericingDmg} msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextWIPAction msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e msg %4This action is not setup yet msg %4choose another action to use. msg %e. msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextSTRInfo msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %4Strength msg %ePhysical power of the player. msg %eIncreases STR modifier. msg %eSome weapons use dice roll+STR. msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextCONInfo msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %eConstitution msg %eHealthyness of the player. msg %eIncreases HP. msg %eIncreases CON modifier. msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextDEXInfo msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %eDexterity msg %eHow nimble the player is. msg %eIncreases DEX modifier. msg %eSome weapons use dice roll+DEX msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextINTInfo msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %eIntelligence msg %eHow quick witted the player is. msg %eIncreases INT modifier. msg %eSome spells use dice roll+INT msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextWIZInfo msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %eWizdom msg %eThe player's worldly experience. msg %eIncreases WIZ modifier. msg %eSome spells use dice roll+WIZ msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextCHAInfo msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %eCharisma msg %eHow charming the player is. msg %eIncreases CHA modifier. msg %eInfluence npcs in conversations. msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextEffectPosion msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %4░You are %4poisoned%e!░ msg %4░You take %4{runArg1} dmg!░ msg %e, msg %e. msg %e, msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextEffectStun msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e, msg %e. msg %e msg %4You are %4stunned%e! msg %e. msg %e, msg %e. msg %e, msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextChooseMonster msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e.► msg %e,► msg %e.► msg %e,► msg %e.► msg %9Choose a monster to attack.► msg %e.► msg %e,► msg %e.► msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextMiss msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e, msg %4₧You miss!₧ msg %e. msg %e, msg %e. msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextGreatRoll msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e, msg %2₧Great Hit!₧ msg %e. msg %e, msg %e. msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextOkRoll msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e, msg %a₧Almost missed!₧ msg %e. msg %e, msg %e. msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextMonsterDeath msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e, msg %4░One monster goes down!!!░ msg %e, msg %e. msg %e, msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextDefend msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e, msg %4ªYou ready your self to deflect strikes!ª msg %e, msg %e. msg %e, msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextItemChoose msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e, msg %a◙Choose a item to use.◙ msg %e, msg %e. msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextItemUse msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e, msg %a◙You use 1 %b{UsedItem}%a.◙ msg %b◙{ItemCount} %a{UsedItem}s left.◙ msg %e. msg %e, msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextItemHerb msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e, msg %a◙You recover %4{healAmount} %ahp.◙ msg %e, msg %e. msg %e, msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextItemTonic msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %e, msg %a◙Tonic removes your %4Posioned %astate.◙ msg %e, msg %e. msg %e, msg %e. msg %e, msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextFighter msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %mFighter msg %eHigh Stat :: %mStrength. msg %eWeapon :: %mRustySword. msg %eArmor :: %mRustyPlateArmor. msg %e msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextThief msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %mThief msg %eHigh Stat :: %mDexterity. msg %eWeapon :: %mRustyDaggers. msg %eArmor :: %mLeatherArmor. msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextBowmen msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %mBowmen msg %eHigh Stat :: %mDexterity. msg %eWeapon :: %mOldBow. msg %eArmor :: %mLeatherArmor. msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextMage msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %mMage msg %eHigh Stat :: %mIntelligence. msg %eWeapon :: %mFireBallScroll. msg %eArmor :: %mRobe. msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit #TextPriest msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ msg %e. msg %e, msg %e. msg %mPriest msg %eHigh Stat :: %mWizdom. msg %eWeapon :: %mLightBeamSpell. msg %eArmor :: %mRobe. msg %e, msg %e. msg %e~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ quit //---------------------------------------------------------------------------------------- //DEFINE WEAPONS AND WEAPON BEHIVOR //---------------------------------------------------------------------------------------- //STR weapons #WeaponRustySword if runArg1|=|1 setadd dice STR if runArg1|=|2 call #TextEngine|3 if runArg1|=|3 set AttackPhysicalWeakness 1 if runArg1|=|4 set PlayerWeaponItem WeaponRustySword quit #WeaponIronSword if runArg1|=|1 setadd dice STR if runArg1|=|2 call #TextEngine|3 if runArg1|=|3 set AttackPhysicalWeakness 1 if runArg1|=|4 set PlayerWeaponItem WeaponIronSword quit #WeaponSteelSword if runArg1|=|1 setadd dice STR if runArg1|=|2 call #TextEngine|3 if runArg1|=|3 set AttackPhysicalWeakness 1 if runArg1|=|4 set PlayerWeaponItem WeaponSteelSword quit #WeaponMythrilSword if runArg1|=|1 setadd dice STR if runArg1|=|2 call #TextEngine|3 if runArg1|=|3 set AttackPhysicalWeakness 1 if runArg1|=|4 set PlayerWeaponItem WeaponMythrilSword quit //DEX weapons #WeaponRustyDaggers if runArg1|=|1 setadd dice DEX if runArg1|=|2 call #TextEngine|4 if runArg1|=|3 set AttackPhysicalWeakness 1 if runArg1|=|4 set PlayerWeaponItem WeaponRustyDaggers quit #WeaponIronDaggers if runArg1|=|1 setadd dice DEX if runArg1|=|2 call #TextEngine|4 if runArg1|=|3 set AttackPhysicalWeakness 1 if runArg1|=|4 set PlayerWeaponItem WeaponIronDaggers quit #WeaponSteelDaggers if runArg1|=|1 setadd dice DEX if runArg1|=|2 call #TextEngine|4 if runArg1|=|3 set AttackPhysicalWeakness 1 if runArg1|=|4 set PlayerWeaponItem WeaponSteelDaggers quit #WeaponMythrilDaggers if runArg1|=|1 setadd dice DEX if runArg1|=|2 call #TextEngine|4 if runArg1|=|3 set AttackPhysicalWeakness 1 if runArg1|=|4 set PlayerWeaponItem WeaponMythrilDaggers quit //DEX Ranged weapons #WeaponOldBow if runArg1|=|1 setadd dice DEX if runArg1|=|2 call #TextEngine|5 if runArg1|=|3 set AttackPhysicalWeakness 3 if runArg1|=|4 set PlayerWeaponItem WeaponOldBow quit #WeaponWoodBow if runArg1|=|1 setadd dice DEX if runArg1|=|2 call #TextEngine|5 if runArg1|=|3 set AttackPhysicalWeakness 3 if runArg1|=|4 set PlayerWeaponItem WeaponWoodBow quit #WeaponFineBow if runArg1|=|1 setadd dice DEX if runArg1|=|2 call #TextEngine|5 if runArg1|=|3 set AttackPhysicalWeakness 3 if runArg1|=|4 set PlayerWeaponItem WeaponFineBow quit #WeaponMagicBow if runArg1|=|1 setadd dice DEX if runArg1|=|2 call #TextEngine|5 if runArg1|=|3 set AttackPhysicalWeakness 3 if runArg1|=|4 set PlayerWeaponItem WeaponMagicBow quit //INT Spells element type fire=1 #WeaponFireBall if runArg1|=|1 setadd dice INT if runArg1|=|2 call #TextEngine|6 if runArg1|=|3 set AttackElement 1 if runArg1|=|4 set PlayerWeaponItem WeaponFireBall quit #WeaponFireLance if runArg1|=|1 setadd dice INT if runArg1|=|2 call #TextEngine|6 if runArg1|=|3 set AttackElement 1 if runArg1|=|4 set PlayerWeaponItem WeaponFireLance quit #WeaponFireSword if runArg1|=|1 setadd dice INT if runArg1|=|2 call #TextEngine|6 if runArg1|=|3 set AttackElement 1 if runArg1|=|4 set PlayerWeaponItem WeaponFireSword quit #WeaponFireExplosion if runArg1|=|1 setadd dice INT if runArg1|=|2 call #TextEngine|6 if runArg1|=|3 set AttackElement 1 if runArg1|=|4 set PlayerWeaponItem WeaponFireExplosion quit //WIZ spells element type light=5 #WeaponLightBeam if runArg1|=|1 setadd dice WIZ if runArg1|=|2 call #TextEngine|7 if runArg1|=|3 set AttackElement 5 if runArg1|=|4 set PlayerWeaponItem WeaponLightBeam quit #WeaponLightRay if runArg1|=|1 setadd dice WIZ if runArg1|=|2 call #TextEngine|7 if runArg1|=|3 set AttackElement 5 if runArg1|=|4 set PlayerWeaponItem WeaponLightRay quit #WeaponLightBlade if runArg1|=|1 setadd dice WIZ if runArg1|=|2 call #TextEngine|7 if runArg1|=|3 set AttackElement 5 if runArg1|=|4 set PlayerWeaponItem WeaponLightBlade quit #WeaponLightRain if runArg1|=|1 setadd dice WIZ if runArg1|=|2 call #TextEngine|7 if runArg1|=|3 set AttackElement 5 if runArg1|=|4 set PlayerWeaponItem WeaponLightRain quit //---------------------------------------------------------------------------------------- //DEFINE ARMOR AND ARMOR BEHIVOR //---------------------------------------------------------------------------------------- //HeavyArmor STR #ArmorRustyPlate if runArg1|=|1 setsub dice STR if runArg1|=|2 set PlayerArmor 1 if runArg1|=|4 set PlayerArmorItem ArmorRustyPlate quit #ArmorIronPlate if runArg1|=|1 setsub dice STR if runArg1|=|2 set PlayerArmor 2 if runArg1|=|4 set PlayerArmorItem ArmorIronPlate quit #ArmorSteelPlate if runArg1|=|1 setsub dice STR if runArg1|=|2 set PlayerArmor 3 if runArg1|=|4 set PlayerArmorItem ArmorSteelPlate quit #ArmorMythrilPlate if runArg1|=|1 setsub dice STR if runArg1|=|2 set PlayerArmor 4 if runArg1|=|4 set PlayerArmorItem ArmorMythrilPlate quit //LightArmor DEX #ArmorLeather if runArg1|=|1 setsub dice DEX if runArg1|=|2 set PlayerArmor 1 if runArg1|=|4 set PlayerArmorItem ArmorLeather quit #ArmorStuddedLeather if runArg1|=|1 setsub dice DEX if runArg1|=|2 set PlayerArmor 2 if runArg1|=|4 set PlayerArmorItem ArmorStuddedLeather quit #ArmorScale if runArg1|=|1 setsub dice DEX if runArg1|=|2 set PlayerArmor 3 if runArg1|=|4 set PlayerArmorItem ArmorScale quit #ArmorScalePlate if runArg1|=|1 setsub dice DEX if runArg1|=|2 set PlayerArmor 4 if runArg1|=|4 set PlayerArmorItem ArmorScalePlate quit //MageArmor INT WIZ #ArmorRobe if runArg1|=|1 setsub dice INT if runArg1|=|2 set PlayerArmor 1 if runArg1|=|4 set PlayerArmorItem ArmorRobe quit #ArmorShieldingRobe if runArg1|=|1 setsub dice INT if runArg1|=|2 set PlayerArmor 2 if runArg1|=|4 set PlayerArmorItem ArmorShieldingRobe quit #ArmorSpellRobe if runArg1|=|1 setsub dice INT if runArg1|=|2 set PlayerArmor 3 if runArg1|=|4 set PlayerArmorItem ArmorSpellRobe quit #ArmorReflectionRobee if runArg1|=|1 setsub dice INT if runArg1|=|2 set PlayerArmor 4 if runArg1|=|4 set PlayerArmorItem ArmorReflectionRobee quit //---------------------------------------------------------------------------------------- //DEFINE ITEMS AND ITEM BEHIVOR //---------------------------------------------------------------------------------------- #ItemHerb setadd PlayerHp 3 setsub Herb 1 set healAmount 3 set UsedItem Herb set ItemCount {Herb} call #TextEngine|24 delay 3000 call #TextEngine|25 delay 3000 goto #MonsterTurn quit #ItemPotion setadd PlayerHp 10 setsub Potion 1 set healAmount 10 set UsedItem Potion set ItemCount {Potion} call #TextEngine|24 delay 3000 call #TextEngine|25 delay 3000 goto #MonsterTurn quit #ItemTonic set PlayerPosionTotal 3 setsub Tonic 1 set UsedItem Tonic set ItemCount {Tonic} call #TextEngine|24 delay 3000 call #TextEngine|26 delay 3000 goto #MonsterTurn quit //---------------------------------------------------------------------------------------- //DEFINE STATUS EFFECTS AND THERE BEHIVOR //---------------------------------------------------------------------------------------- #PlayerStatusEngine if runArg1|=|1 call #PlayerStatusPosion if runArg1|=|2 call #PlayerStatusStun quit #PlayerStatusPosion call #TextEngine|15 delay 3000 if PlayerPosionTotal|>=|3 set PlayerHp if PlayerPosionTotal|<|3 set Skip 1 if PlayerPosionTotal|<|3 set PlayerPosionTotal 1 quit #PlayerStatusStun call #TextEngine|16 //Disable stun if 1 turn was skipped if PlayerStunTotal|>=|1 set Skip 0 if PlayerStunTotal|<|1 set Skip 1 if PlayerStunTotal|<|1 set PlayerStunTotal 1 delay 3000 quit //---------------------------------------------------------------------------------------- //DEFINE MONSTERS //---------------------------------------------------------------------------------------- #MonsterRat set MonsterName Rat set MonsterModel urfriendmae+rat set MonsterSkin https://dl.dropboxusercontent.com/s/ecdyrly8edav9l2/rat.png set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 5 set MonsterHp 8 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 1 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 1 //Effect that might happen from this monster's attacks set StatusEffect 0 //runArg2=what bot call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterGoblin set MonsterName Goblin set MonsterModel endlessdream+demon:0.5 set MonsterSkin https://i.ibb.co/rFLRFRL/orc-17662024.png set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 6 set MonsterHp 15 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 1 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 1 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterSkeleton set MonsterName Skeleton set MonsterModel skeleton set MonsterSkin skeleton set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 8 set MonsterHp 20 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 5 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 0 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterZombie set MonsterName Zombie set MonsterModel zombie set MonsterSkin zombie set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 10 set MonsterHp 20 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 5 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 1 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterBee set MonsterName Bee set MonsterModel mega_tom+bee set MonsterSkin https://www.dropbox.com/s/2tl92n6zyjca2tw/bee.png?dl=0 set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 5 set MonsterHp 6 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 1 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 1 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterAnt set MonsterName Ant set MonsterModel mega_tom+ant set MonsterSkin https://www.dropbox.com/s/2tl92n6zyjca2tw/bee.png?dl=0 set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 5 set MonsterHp 6 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 1 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 1 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterGhost set MonsterName Ghost set MonsterModel mega_tom+ghost set MonsterSkin https://www.dropbox.com/s/bobuudlia1ztopb/ghost.png?dl=0 set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 10 set MonsterHp 25 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 5 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 0 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterSlime set MonsterName Slime set MonsterModel mega_tom+slime set MonsterSkin https://www.dropbox.com/s/h93hocohc3ihp52/weaponsArmorItems.png?dl=0 set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 8 set MonsterHp 8 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 1 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 0 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterSnake set MonsterName Snake set MonsterModel urfriendmae+snake set MonsterSkin https://dl.dropboxusercontent.com/s/4e61keiv3mnafss/snake.png set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 8 set MonsterHp 8 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 1 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 0 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterFrog set MonsterName Frog set MonsterModel yokeru+frog set MonsterSkin https://i.imgur.com/vbciE7V.png set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 8 set MonsterHp 8 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 1 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 0 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit #MonsterBird set MonsterName Bird set MonsterModel yokeru+bird set MonsterSkin https://i.imgur.com/LxMrBHD.png set MonsterLevel {runArg1} set MonsterStrength 8 set MonsterConstitution 8 set MonsterDexterity 8 set MonsterIntelligence 8 set MonsterWizdom 8 set MonsterCharisma 8 set MonsterSTR -3 set MonsterArmor 1 set MonsterMaxAttack 8 set MonsterHp 8 set MonsterXP 3 setadd MonsterStrength MonsterLevel setadd MonsterConstitution MonsterLevel setadd MonsterMaxAttack MonsterLevel setadd MonsterHp MonsterLevel setadd MonsterXP MonsterLevel //1 fire 2 water 3 earth 4 air 5 light 6 dark set MonsterElement 1 //1 blade 2 blunt 3 ranged 4 point set MonsterPhysicalWeakness 0 //Effect that might happen from this monster's attacks set StatusEffect 0 call #MonsterBot|{runArg2}|{MonsterName} quit //---------------------------------------------------------------------------------------- //BOT SETUP FOR MONSTERS //---------------------------------------------------------------------------------------- #MonsterBot if runArg1|=|1 set botName1 {runArg2}1 if runArg1|=|1 cmd tbot add {runArg2}1 1 1 1 1 1 {MonsterSkin} {runArg2}1 if runArg1|=|1 cmd tbot model {runArg2}1 {MonsterModel} if runArg1|=|1 cmd tbot ai {runArg2}1 stare if runArg1|=|1 cmd tbot summon {runArg2}1 {player1x} {PlayerY} {player1z} 1 1 if runArg1|=|1 freeze if runArg1|=|1 look {player1x} {PlayerY} {player1z} if runArg1|=|2 set botName2 {runArg2}2 if runArg1|=|2 delay 1000 if runArg1|=|2 cmd tbot add {runArg2}2 1 1 1 1 1 {MonsterSkin} {runArg2}2 if runArg1|=|2 cmd tbot model {runArg2}2 {MonsterModel} if runArg1|=|2 cmd tbot ai {runArg2}2 stare if runArg1|=|2 cmd tbot summon {runArg2}2 {player2x} {PlayerY} {player2z} 1 1 if runArg1|=|2 freeze if runArg1|=|2 look {player2x} {PlayerY} {player2z} if runArg1|=|3 set botName3 {runArg2}3 if runArg1|=|3 delay 1000 if runArg1|=|3 cmd tbot add {runArg2}3 1 1 1 1 1 {MonsterSkin} {runArg2}3 if runArg1|=|3 cmd tbot model {runArg2}3 {MonsterModel} if runArg1|=|3 cmd tbot ai {runArg2}3 stare if runArg1|=|3 cmd tbot summon {runArg2}3 {player3x} {PlayerY} {player3z} 1 1 if runArg1|=|3 freeze if runArg1|=|3 look {player3x} {PlayerY} {player3z} quit //---------------------------------------------------------------------------------------- //MONSTER TEAM SETUP / START OF FIGHT / ATM WEAPON ARMOR ITEM ASSIGN //---------------------------------------------------------------------------------------- #SetMonsterPos set player1x {PlayerX} set player1z {PlayerZ} setsub player1x 4 setadd player1z 4 set player2x {PlayerX} set player2z {PlayerZ} setadd player2x 0 setadd player2z 4 set player3x {PlayerX} set player3z {PlayerZ} setadd player3x 4 setadd player3z 4 set playerUp {PlayerY} setadd playerUp 1 set player1zB {player1z} setadd player1zB 1 set player2zB {player2z} setadd player2zB 1 set player3zB {player3z} setadd player3zB 1 quit #SetCef if cef msg cef create -g {runArg1} if cef msg cef volume 0.25 --global quit #SetShared call #SetMonsterPos if cef msg cef remove set MapThemeOn 0 call #SetCef|https://www.youtube.com/watch?v=FTX5lwjYDEU quit #NoStatsNoRun if StrengthTag|=|0 quit if ConstitutionTag|=|0 quit if DexterityTag|=|0 quit if IntelligenceTag|=|0 quit if WizdomTag|=|0 quit if CharismaTag|=|0 quit quit #NoWeaponNoRun if PlayerWeaponItem|=|Empty quit quit #StartFight set H %m♥ set BH %4╝ set DH %0♥ msg %eChoose what party of monsters to fight. reply 1|%equit|#Win reply 2|%4Zombie/Skeleton/Goblin|#SetMonsters|MonsterZombie|MonsterSkeleton|MonsterGoblin|1|1|1 reply 3|%4Skeleton/Ghost/Zombie|#SetMonsters|MonsterSkeleton|MonsterGhost|MonsterZombie|1|1|1 reply 4|%4Zombie/Bird/Ghost|#SetMonsters|MonsterZombie|MonsterBird|MonsterGhost|1|1|1 reply 5|%4Rat/Frog/Snake|#SetMonsters|MonsterRat|MonsterFrog|MonsterSnake|1|1|1 reply 6|%4Slime/Bee/Ant|#SetMonsters|MonsterSlime|MonsterBee|MonsterAnt|1|1|1 quit #SetMonsters set exists1 {runArg4} set exists2 {runArg5} set exists3 {runArg6} //Set to a Monster ID if used if exists1|=|1 set Monster1 {runArg1} if exists2|=|1 set Monster2 {runArg2} if exists3|=|1 set Monster3 {runArg3} //If exists set Monster1Bool {runArg4} set Monster2Bool {runArg5} set Monster3Bool {runArg6} call #NoStatsNoRun call #NoWeaponNoRun call #SetShared //Track the hp of each monster if exists1|=|1 call #{Monster1}|1|1 if exists1|=|1 set Monster1Hp {MonsterHp} if exists1|=|1 set Monster1Name {MonsterName} if exists1|=|1 cpemsg top1 %e1 {H}{H}{H}{H}{H}{H}{H}{H} if exists2|=|1 call #{Monster2}|1|2 if exists2|=|1 set Monster2Hp {MonsterHp} if exists2|=|1 set Monster2Name {MonsterName} if exists2|=|1 cpemsg top2 %e2 {H}{H}{H}{H}{H}{H}{H}{H} if exists3|=|1 call #{Monster3}|1|3 if exists3|=|1 set Monster3Hp {MonsterHp} if exists3|=|1 set Monster3Name {MonsterName} if exists3|=|1 cpemsg top3 %e3 {H}{H}{H}{H}{H}{H}{H}{H} //Track the state of each monster if exists1|=|1 set MonsterStatus1 0 if exists2|=|1 set MonsterStatus2 0 if exists3|=|1 set MonsterStatus3 0 //Start the fight script it's self goto #Fight quit #Fight //Display encounter text call #TextEngine|1 delay 3000 goto #PlayerTurn quit //---------------------------------------------------------------------------------------- //PLAYER SIDE OF FIGHT //---------------------------------------------------------------------------------------- #PlayerTurn //Check the player status and display text call #PlayerStatusEngine|{PlayerStatus} //If stun skip directly to monsterTurn if Skip|=|1 goto #MonsterTurn //Display Choose attack text call #TextEngine|2 reply 1|%2Attack|#PlayerAttackChoose reply 2|%2Defend|#PlayerDefend reply 3|%2UseItem|#PlayerItem quit //Take block stance #PlayerDefend call #TextEngine|22 delay 3000 goto #MonsterTurn quit //Choose a item to use #PlayerItem call #TextEngine|23 delay 3000 if Herb|>=|1 reply 1|%2Herb|#ItemHerb if Tonic|>=|1 reply 2|%2Tonic|#ItemTonic if Potion|>=|1 reply 3|%2Potion|#ItemPotion quit //Choose a monster to attack #PlayerAttackChoose call #TextEngine|17 if Monster1Bool|=|1 reply 1|%2Attack|#PlayerAttack|1 if Monster2Bool|=|1 reply 2|%2Attack|#PlayerAttack|2 if Monster3Bool|=|1 reply 3|%2Attack|#PlayerAttack|3 quit #PlayerAttack //Look at monster if runArg1|=|1 look {player1x} {playerUp} {player1z} if runArg1|=|2 look {player2x} {playerUp} {player2z} if runArg1|=|3 look {player3x} {playerUp} {player3z} //roll attack dice setrandrange dice 1 12 //The runarg dies on re entry to after this first call so save runarg to var here set monsterChoice {runArg1} //Call weapon to change dice roll + Modifier call #{PlayerWeaponItem}|1 //Level of success responce if dice|>=|10 goto #PlayerAttack10+ if dice|=|9 goto #PlayerAttack7-9 if dice|=|8 goto #PlayerAttack7-9 if dice|=|7 goto #PlayerAttack7-9 if dice|<=|6 goto #PlayerAttack0-6 quit #PlayerAttack10+ //Display the roll text call #TextEngine|19 delay 3000 //roll for dmg-monsterArmor set tempDmg {maxPlayerAttack} setrandrange dice 4 tempDmg //Set the elemental or physical effect of the weapon/spell call #{PlayerWeaponItem}|3 if monsterChoice|=|1 call #{Monster1}|1 if monsterChoice|=|2 call #{Monster2}|1 if monsterChoice|=|3 call #{Monster3}|1 //Compare the monsters physical/element weakness vs the type the weapon effects if MonsterPhysicalWeakness|=|AttackPhysicalWeakness setadd dice 3 if MonsterPhysicalWeakness|=|AttackPhysicalWeakness set WeaponWeaknessDmg %4WeaknessDmgAdds3 if MonsterElement|=|AttackElement setadd dice 3 if MonsterElement|=|AttackElement set ElementWeaknessDmg %4ElementalDmgAdds3 //remove monster's armor save if dice|>=|MonsterArmor setsub dice MonsterArmor //Pericing add damage if AttackPhysicalWeakness|=|3 setadd dice 1 if AttackPhysicalWeakness|=|3 set PericingDmg %4PericingDmgAdds1 //Reduce monster hp if monsterChoice|=|1 set tempHpMonster {Monster1Hp} if monsterChoice|=|2 set tempHpMonster {Monster2Hp} if monsterChoice|=|3 set tempHpMonster {Monster3Hp} //Set temphp - dice setsub tempHpMonster dice //Set global monster hp to temp dmg if monsterChoice|=|1 set Monster1Hp {tempHpMonster} if monsterChoice|=|2 set Monster2Hp {tempHpMonster} if monsterChoice|=|3 set Monster3Hp {tempHpMonster} //Play effect at monster if monsterChoice|=|1 cmd effect explosionsmall {player1x} {PlayerY} {player1z} 0 -1 0 false if monsterChoice|=|2 cmd effect explosionsmall {player2x} {PlayerY} {player2z} 0 -1 0 false if monsterChoice|=|3 cmd effect explosionsmall {player3x} {PlayerY} {player3z} 0 -1 0 false //Make monster move back 1 then back into place if monsterChoice|=|1 cmd tbot ai {Monster1Name}1 move {player1x} {PlayerY} {player1zB} 10 if monsterChoice|=|2 cmd tbot ai {Monster2Name}2 move {player2x} {PlayerY} {player2zB} 10 if monsterChoice|=|3 cmd tbot ai {Monster3Name}3 move {player3x} {PlayerY} {player3zB} 10 //Display weapon specific text call #{PlayerWeaponItem}|2 //update monster health bar if monsterChoice|=|1 call #hpBar1 if monsterChoice|=|2 call #hpBar2 if monsterChoice|=|3 call #hpBar3 delay 3000 //Make monster move back 1 then back into place if monsterChoice|=|1 cmd tbot ai {Monster1Name}1 move {player1x} {PlayerY} {player1z} 10 if monsterChoice|=|2 cmd tbot ai {Monster2Name}2 move {player2x} {PlayerY} {player2z} 10 if monsterChoice|=|3 cmd tbot ai {Monster3Name}3 move {player3x} {PlayerY} {player3z} 10 delay 500 if monsterChoice|=|1 cmd tbot ai {Monster1Name}1 stare if monsterChoice|=|2 cmd tbot ai {Monster2Name}2 stare if monsterChoice|=|3 cmd tbot ai {Monster3Name}3 stare //Win or monster turn if Monster1Hp|<=|0 call #MonsterDeath1 if Monster2Hp|<=|0 call #MonsterDeath2 if Monster3Hp|<=|0 call #MonsterDeath3 if Monster1Hp|>=|1 goto #MonsterTurn if Monster2Hp|>=|1 goto #MonsterTurn if Monster3Hp|>=|1 goto #MonsterTurn goto #Win quit //Same but less damage #PlayerAttack7-9 //Display the roll text call #TextEngine|20 delay 3000 //roll for dmg-monsterArmor set tempDmg {maxPlayerAttack} setdiv tempDmg 2 setroundup tempDmg setrandrange dice 1 tempDmg //Set the elemental or physical effect of the weapon/spell call #{PlayerWeaponItem}|3 if monsterChoice|=|1 call #{Monster1}|1 if monsterChoice|=|2 call #{Monster2}|1 if monsterChoice|=|3 call #{Monster3}|1 //Compare the monsters physical/element weakness vs the type the weapon effects if MonsterPhysicalWeakness|=|AttackPhysicalWeakness setadd dice 3 if MonsterPhysicalWeakness|=|AttackPhysicalWeakness set WeaponWeaknessDmg %4WeaknessDmgAdds3 if MonsterElement|=|AttackElement setadd dice 3 if MonsterElement|=|AttackElement set ElementWeaknessDmg %4ElementalDmgAdds3 //remove monster's armor save if dice|>=|MonsterArmor setsub dice MonsterArmor //Pericing add damage if AttackPhysicalWeakness|=|3 setadd dice 1 if AttackPhysicalWeakness|=|3 set PericingDmg %4PericingDmgAdds1 //Reduce monster hp if monsterChoice|=|1 set tempHpMonster {Monster1Hp} if monsterChoice|=|2 set tempHpMonster {Monster2Hp} if monsterChoice|=|3 set tempHpMonster {Monster3Hp} //Set temphp - dice setsub tempHpMonster dice //Set global monster hp to temp dmg if monsterChoice|=|1 set Monster1Hp {tempHpMonster} if monsterChoice|=|2 set Monster2Hp {tempHpMonster} if monsterChoice|=|3 set Monster3Hp {tempHpMonster} //Play effect at monster if monsterChoice|=|1 cmd effect explosionsmall {player1x} {PlayerY} {player1z} 0 -1 0 false if monsterChoice|=|2 cmd effect explosionsmall {player2x} {PlayerY} {player2z} 0 -1 0 false if monsterChoice|=|3 cmd effect explosionsmall {player3x} {PlayerY} {player3z} 0 -1 0 false //Make monster move back 1 then back into place if monsterChoice|=|1 cmd tbot ai {Monster1Name}1 move {player1x} {PlayerY} {player1zB} 10 if monsterChoice|=|2 cmd tbot ai {Monster2Name}2 move {player2x} {PlayerY} {player2zB} 10 if monsterChoice|=|3 cmd tbot ai {Monster3Name}3 move {player3x} {PlayerY} {player3zB} 10 //Display weapon specific text call #{PlayerWeaponItem}|2 //update monster health bar if monsterChoice|=|1 call #hpBar1 if monsterChoice|=|2 call #hpBar2 if monsterChoice|=|3 call #hpBar3 delay 3000 //Make monster move back 1 then back into place if monsterChoice|=|1 cmd tbot ai {Monster1Name}1 move {player1x} {PlayerY} {player1z} 10 if monsterChoice|=|2 cmd tbot ai {Monster2Name}2 move {player2x} {PlayerY} {player2z} 10 if monsterChoice|=|3 cmd tbot ai {Monster3Name}3 move {player3x} {PlayerY} {player3z} 10 delay 500 if monsterChoice|=|1 cmd tbot ai {Monster1Name}1 stare if monsterChoice|=|2 cmd tbot ai {Monster2Name}2 stare if monsterChoice|=|3 cmd tbot ai {Monster3Name}3 stare //Win or monster turn if Monster1Hp|<=|0 call #MonsterDeath1 if Monster2Hp|<=|0 call #MonsterDeath2 if Monster3Hp|<=|0 call #MonsterDeath3 if Monster1Hp|>=|1 goto #MonsterTurn if Monster2Hp|>=|1 goto #MonsterTurn if Monster3Hp|>=|1 goto #MonsterTurn goto #Win quit #PlayerAttack0-6 call #TextEngine|18 delay 3000 goto #MonsterTurn quit #Win unfreeze msg %4WINNER WINNER WINNER!!!!!!! if cef msg cef remove call #MapTheme quit //---------------------------------------------------------------------------------------- //MONSTERS SIDE OF FIGHT //---------------------------------------------------------------------------------------- #MonsterTurn goto #PlayerTurn quit //---------------------------------------------------------------------------------------- //MONSTERS DEATH AND HP BAR MANAGEMENT //---------------------------------------------------------------------------------------- //If the monster ever existed remove the monster #MonsterDeath1 if Monster1Bool|=|1 cmd tbot remove {botName1} if Monster1Bool|=|1 call #TextEngine|21 if Monster1Bool|=|1 cmd effect ghost {player1x} {PlayerY} {player1z} 0 -1 0 false if Monster1Bool|=|1 delay 3000 if Monster1Bool|=|1 cpemsg top1 if Monster1Bool|=|1 set Monster1Bool 0 set Monster1 null quit #MonsterDeath2 if Monster2Bool|=|1 cmd tbot remove {botName2} if Monster2Bool|=|1 call #TextEngine|21 if Monster2Bool|=|1 cmd effect ghost {player2x} {PlayerY} {player2z} 0 -1 0 false if Monster2Bool|=|1 delay 3000 if Monster2Bool|=|1 cpemsg top2 if Monster2Bool|=|1 set Monster2Bool 0 set Monster2 null quit #MonsterDeath3 if Monster3Bool|=|1 cmd tbot remove {botName3} if Monster3Bool|=|1 call #TextEngine|21 if Monster3Bool|=|1 cmd effect ghost {player3x} {PlayerY} {player3z} 0 -1 0 false if Monster3Bool|=|1 delay 3000 if Monster3Bool|=|1 cpemsg top3 if Monster3Bool|=|1 set Monster3Bool 0 set Monster3 null quit //FIGURE OUT WHATS GOING ON WITH THE HEALTH UPDATE NOT GETTING LINED UP FROM TIME TO TIME #hpBar1 //divide the hp by 8 set hpUpdateTemp {MonsterHp} setdiv hpUpdateTemp 8 setrounddown hpUpdateTemp //setup the points the bar goes down set 1Bar {hpUpdateTemp} setmul 1Bar 1 set 2Bar {hpUpdateTemp} setmul 2Bar 2 set 3Bar {hpUpdateTemp} setmul 3Bar 3 set 4Bar {hpUpdateTemp} setmul 4Bar 4 set 5Bar {hpUpdateTemp} setmul 5Bar 5 set 6Bar {hpUpdateTemp} setmul 6Bar 6 set 7Bar {hpUpdateTemp} setmul 7Bar 7 set 8Bar {hpUpdateTemp} setmul 8Bar 8 //Sets bar to each value untell it's greater then the next one down cpemsg top1 if Monster1Hp|>=|{8Bar} cpemsg top1 %e1 {H}{H}{H}{H}{H}{H}{H}{H} if Monster1Hp|<|{8Bar} cpemsg top1 %e1 {H}{H}{H}{H}{H}{H}{H}{DH} if Monster1Hp|<=|{7Bar} cpemsg top1 %e1 {H}{H}{H}{H}{H}{H}{DH}{DH} if Monster1Hp|<=|{6Bar} cpemsg top1 %e1 {H}{H}{H}{H}{H}{DH}{DH}{DH} if Monster1Hp|<=|{5Bar} cpemsg top1 %e1 {H}{H}{H}{H}{DH}{DH}{DH}{DH} if Monster1Hp|<=|{4Bar} cpemsg top1 %e1 {H}{H}{H}{DH}{DH}{DH}{DH}{DH} if Monster1Hp|<=|{3Bar} cpemsg top1 %e1 {H}{H}{DH}{DH}{DH}{DH}{DH}{DH} if Monster1Hp|<=|{2Bar} cpemsg top1 %e1 {H}{DH}{DH}{DH}{DH}{DH}{DH}{DH} if Monster1Hp|<=|{1Bar} cpemsg top1 %e1 {DH}{DH}{DH}{DH}{DH}{DH}{DH}{DH} quit #hpBar2 //divide the hp by 8 set hpUpdateTemp {MonsterHp} setdiv hpUpdateTemp 8 setrounddown hpUpdateTemp //setup the points the bar goes down set 1Bar {hpUpdateTemp} setmul 1Bar 1 set 2Bar {hpUpdateTemp} setmul 2Bar 2 set 3Bar {hpUpdateTemp} setmul 3Bar 3 set 4Bar {hpUpdateTemp} setmul 4Bar 4 set 5Bar {hpUpdateTemp} setmul 5Bar 5 set 6Bar {hpUpdateTemp} setmul 6Bar 6 set 7Bar {hpUpdateTemp} setmul 7Bar 7 set 8Bar {hpUpdateTemp} setmul 8Bar 8 //Sets bar to each value untell it's greater then the next one down cpemsg top2 if Monster2Hp|>=|{8Bar} cpemsg top2 %e2 {H}{H}{H}{H}{H}{H}{H}{H} if Monster2Hp|<|{8Bar} cpemsg top2 %e2 {H}{H}{H}{H}{H}{H}{H}{DH} if Monster2Hp|<=|{7Bar} cpemsg top2 %e2 {H}{H}{H}{H}{H}{H}{DH}{DH} if Monster2Hp|<=|{6Bar} cpemsg top2 %e2 {H}{H}{H}{H}{H}{DH}{DH}{DH} if Monster2Hp|<=|{5Bar} cpemsg top2 %e2 {H}{H}{H}{H}{DH}{DH}{DH}{DH} if Monster2Hp|<=|{4Bar} cpemsg top2 %e2 {H}{H}{H}{DH}{DH}{DH}{DH}{DH} if Monster2Hp|<=|{3Bar} cpemsg top2 %e2 {H}{H}{DH}{DH}{DH}{DH}{DH}{DH} if Monster2Hp|<=|{2Bar} cpemsg top2 %e2 {H}{DH}{DH}{DH}{DH}{DH}{DH}{DH} if Monster2Hp|<=|{1Bar} cpemsg top2 %e2 {DH}{DH}{DH}{DH}{DH}{DH}{DH}{DH} quit #hpBar3 //divide the hp by 8 set hpUpdateTemp {MonsterHp} setdiv hpUpdateTemp 8 setrounddown hpUpdateTemp //setup the points the bar goes down set 1Bar {hpUpdateTemp} setmul 1Bar 1 set 2Bar {hpUpdateTemp} setmul 2Bar 2 set 3Bar {hpUpdateTemp} setmul 3Bar 3 set 4Bar {hpUpdateTemp} setmul 4Bar 4 set 5Bar {hpUpdateTemp} setmul 5Bar 5 set 6Bar {hpUpdateTemp} setmul 6Bar 6 set 7Bar {hpUpdateTemp} setmul 7Bar 7 set 8Bar {hpUpdateTemp} setmul 8Bar 8 //Sets bar to each value untell it's greater then the next one down cpemsg top3 if Monster3Hp|>=|{8Bar} cpemsg top3 %e3 {H}{H}{H}{H}{H}{H}{H}{H} if Monster3Hp|<|{8Bar} cpemsg top3 %e3 {H}{H}{H}{H}{H}{H}{H}{DH} if Monster3Hp|<=|{7Bar} cpemsg top3 %e3 {H}{H}{H}{H}{H}{H}{DH}{DH} if Monster3Hp|<=|{6Bar} cpemsg top3 %e3 {H}{H}{H}{H}{H}{DH}{DH}{DH} if Monster3Hp|<=|{5Bar} cpemsg top3 %e3 {H}{H}{H}{H}{DH}{DH}{DH}{DH} if Monster3Hp|<=|{4Bar} cpemsg top3 %e3 {H}{H}{H}{DH}{DH}{DH}{DH}{DH} if Monster3Hp|<=|{3Bar} cpemsg top3 %e3 {H}{H}{DH}{DH}{DH}{DH}{DH}{DH} if Monster3Hp|<=|{2Bar} cpemsg top3 %e3 {H}{DH}{DH}{DH}{DH}{DH}{DH}{DH} if Monster3Hp|<=|{1Bar} cpemsg top3 %e3 {DH}{DH}{DH}{DH}{DH}{DH}{DH}{DH} quit //---------------------------------------------------------------------------------------- //DEFINE THE CHARACTER STATS //---------------------------------------------------------------------------------------- #ExitTag quit quit #FighterChoose call #TextEngine|27 reply 1|Choose fighter?|#ClassFighter reply 2|Quit|#ExitTag quit #ThiefChoose call #TextEngine|28 reply 1|Choose thief?|#ClassThief reply 2|Quit|#ExitTag quit #BowmenChoose call #TextEngine|29 reply 1|Choose bowmen?|#ClassBowmen reply 2|Quit|#ExitTag quit #MageChoose call #TextEngine|30 reply 1|Choose mage?|#ClassMage reply 2|Quit|#ExitTag quit #PriestChoose call #TextEngine|31 reply 1|Choose priest?|#ClassPriest reply 2|Quit|#ExitTag quit #ClassFighter set Strength 16 set Constitution 15 set Dexterity 13 set Intelligence 8 set Wizdom 12 set Charisma 9 set STR 1 set CON 1 set DEX 0 set INT -1 set WIZ 0 set CHA 0 set PlayerXP 0 set PlayerLevel 1 set maxPlayerAttack 10 set tempHpSet 8 setadd tempHpSet {Constitution} set PlayerHp {tempHpSet} set PlayerArmor 2 set PlayerWeaponItem WeaponRustySword set PlayerArmorItem ArmorRustyPlate msg %4Class set to Fighter! set Herb 4 set Potion 2 set Tonic 4 call #ClassWasSet quit #ClassThief set Strength 13 set Constitution 15 set Dexterity 16 set Intelligence 12 set Wizdom 8 set Charisma 9 set STR 0 set CON 1 set DEX 1 set INT 0 set WIZ -1 set CHA 0 set PlayerXP 0 set PlayerLevel 1 set maxPlayerAttack 10 set tempHpSet 8 setadd tempHpSet {Constitution} set PlayerHp {tempHpSet} set PlayerArmor 2 set PlayerWeaponItem WeaponRustyDaggers set PlayerArmorItem ArmorLeather msg %4Class set to Thief! set Herb 4 set Potion 2 set Tonic 4 call #ClassWasSet quit #ClassBowmen set Strength 13 set Constitution 12 set Dexterity 16 set Intelligence 8 set Wizdom 15 set Charisma 9 set STR 0 set CON 0 set DEX 1 set INT -1 set WIZ 1 set CHA 0 set PlayerXP 0 set PlayerLevel 1 set maxPlayerAttack 10 set tempHpSet 8 setadd tempHpSet {Constitution} set PlayerHp {tempHpSet} set PlayerArmor 2 set PlayerWeaponItem WeaponOldBow set PlayerArmorItem ArmorLeather msg %4Class set to Bowmen! set Herb 4 set Potion 2 set Tonic 4 call #ClassWasSet quit #ClassMage set Strength 8 set Constitution 12 set Dexterity 15 set Intelligence 16 set Wizdom 9 set Charisma 13 set STR -1 set CON 1 set DEX 1 set INT 0 set WIZ 0 set CHA 0 set PlayerXP 0 set PlayerLevel 1 set maxPlayerAttack 10 set tempHpSet 8 setadd tempHpSet {Constitution} set PlayerHp {tempHpSet} set PlayerArmor 2 set PlayerWeaponItem WeaponFireBall set PlayerArmorItem ArmorRobe msg %4Class set to Mage! set Herb 4 set Potion 2 set Tonic 4 call #ClassWasSet quit #ClassPriest set Strength 8 set Constitution 12 set Dexterity 15 set Intelligence 9 set Wizdom 16 set Charisma 13 set STR -1 set CON 0 set DEX 1 set INT 0 set WIZ 1 set CHA 0 set PlayerXP 0 set PlayerLevel 1 set maxPlayerAttack 10 set tempHpSet 8 setadd tempHpSet {Constitution} set PlayerHp {tempHpSet} set PlayerArmor 2 set PlayerWeaponItem WeaponLightBeam set PlayerArmorItem ArmorRobe msg %4Class set to Priest! set Herb 4 set Potion 2 set Tonic 4 call #ClassWasSet quit //---------------------------------------------------------------------------------------- //PERKS //---------------------------------------------------------------------------------------- //For the moment 1 perk per level //runArg 1 is what level the player is //runArg 2 indicates to use choice mode or actual function mode #ClassPerksFighter if runArg1|=|1 call #HeavySwing|runArg2 if runArg1|=|2 call #IronSkin|runArg2 if runArg1|=|3 call #ShieldBash|runArg2 if runArg1|=|4 call #CoalWalker|runArg2 if runArg1|=|5 call #Survivor|runArg2 quit #HeavySwing if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //When attacking +X dmg quit #IronSkin if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //When hit Armor +X save quit #ShieldBash if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //When defending hurt monster attack a bit quit #CoalWalker if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //FireElement attack -X dmg quit #Survivor if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //When hp < X attack +X armor+X quit #ClassPerksThief if runArg1|=|1 call #QuickSwing|runArg2 if runArg1|=|2 call #Lightfoot|runArg2 if runArg1|=|3 call #SilentWalk|runArg2 if runArg1|=|4 call #DarkWalker|runArg2 if runArg1|=|5 call #DoubleHit|runArg2 quit #QuickSwing if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //Lower evasion chance of monster quit #Lightfoot if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //Higher chance of evasion quit #SilentWalk if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //A flat auto miss chance quit #DarkWalker if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //DarkElement attack -X dmg quit #DoubleHit if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //Deal a extra 1/2 of your dmg inflicted quit #ClassPerksBowmen if runArg1|=|1 call #StrongPull|runArg2 if runArg1|=|2 call #SharpArrows|runArg2 if runArg1|=|3 call #TrueAim|runArg2 if runArg1|=|4 call #EarthWalker|runArg2 if runArg1|=|5 call #MultiShot|runArg2 quit #StrongPull if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //a +dmg from attack quit #SharpArrows if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //Chance of more perice dmg quit #TrueAim if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //A flat chance of hit with no evasion quit #EarthWalker if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //EarthElement attack -X dmg quit #MultiShot if runArg1|=|1 set aaa 1 if runArg1|=|2 set aaa 1 //Deal a 2 extra 1/4 of dmg dealed +perice dmg quit //---------------------------------------------------------------------------------------- //CUTSCENE BITS //---------------------------------------------------------------------------------------- #MapTheme if MapThemeOn|=|0 call #SetCef|https://www.youtube.com/watch?v=_vaG0V1v2-o set MapThemeOn 1 quit #ClassWasSet freeze if classwasset|=|0 delay 1000 if classwasset|=|0 msg %eNow you have a class set if classwasset|=|0 delay 1000 if classwasset|=|0 msg %emove to the next info room. if classwasset|=|0 delay 1000 if classwasset|=|0 look 229 11 267 if classwasset|=|0 delay 3000 if classwasset|=|0 cmd tempblock 0 229 10 267 if classwasset|=|0 cmd tempblock 0 229 10 268 if classwasset|=|0 cmd effect puff 229 10 267 0 -1 0 false if classwasset|=|0 cmd effect puff 229 10 268 0 -1 0 false if classwasset|=|0 delay 1000 if classwasset|=|0 cmd tempblock 0 229 11 267 if classwasset|=|0 cmd tempblock 0 229 11 268 if classwasset|=|0 cmd effect puff 229 11 267 0 -1 0 false if classwasset|=|0 cmd effect puff 229 11 268 0 -1 0 false if classwasset|=|0 delay 1000 if classwasset|=|0 cmd tempblock 0 229 12 267 if classwasset|=|0 cmd tempblock 0 229 12 268 if classwasset|=|0 cmd effect puff 229 12 267 0 -1 0 false if classwasset|=|0 cmd effect puff 229 12 268 0 -1 0 false if classwasset|=|0 delay 3000 if classwasset|=|0 set classwasset 1 unfreeze quit #NonCombatReview freeze if noncombatset|=|0 delay 1000 if noncombatset|=|0 msg %4Stats %eapply to more then combat. if noncombatset|=|0 delay 1000 if noncombatset|=|0 msg %4Str %ecan allow you to move some things. if noncombatset|=|0 delay 1000 if noncombatset|=|0 msg %4Con %esets your total hp. if noncombatset|=|0 delay 1000 if noncombatset|=|0 msg %4Dex %ecan allow you to lockpick some chests. if noncombatset|=|0 delay 1000 if noncombatset|=|0 msg %4Int %ecan allow you to get info from some places. if noncombatset|=|0 delay 1000 if noncombatset|=|0 msg %4Wiz %ecan allow you to get some lore on places. if noncombatset|=|0 delay 1000 if noncombatset|=|0 msg %4Cha %ecan allow you to convince some Npcs to help you. if noncombatset|=|0 delay 1000 if noncombatset|=|0 msg %4Keep this in mind as you go from location to location. if noncombatset|=|0 delay 1000 if noncombatset|=|0 look 219 11 258 if noncombatset|=|0 delay 3000 if noncombatset|=|0 cmd tempblock 0 219 10 258 if noncombatset|=|0 cmd tempblock 0 220 10 258 if noncombatset|=|0 cmd effect puff 219 10 258 0 -1 0 false if noncombatset|=|0 cmd effect puff 220 10 258 0 -1 0 false if noncombatset|=|0 delay 1000 if noncombatset|=|0 cmd tempblock 0 219 11 258 if noncombatset|=|0 cmd tempblock 0 220 11 258 if noncombatset|=|0 cmd effect puff 219 11 258 0 -1 0 false if noncombatset|=|0 cmd effect puff 220 11 258 0 -1 0 false if noncombatset|=|0 delay 1000 if noncombatset|=|0 cmd tempblock 0 219 12 258 if noncombatset|=|0 cmd tempblock 0 220 12 258 if noncombatset|=|0 cmd effect puff 219 12 258 0 -1 0 false if noncombatset|=|0 cmd effect puff 220 12 258 0 -1 0 false if noncombatset|=|0 delay 3000 if noncombatset|=|0 set noncombatset 1 unfreeze quit #Welcome freeze if welcome|=|0 look 245 11 286 if welcome|=|0 msg %eWelcome, This is a %4Turn Based RPG. if welcome|=|0 delay 3000 if welcome|=|0 msg %eTo get started you will choose a %4Class %ein the next room. if welcome|=|0 delay 3000 if welcome|=|0 msg %eI will unlock the door for you. if welcome|=|0 look 238 11 276 if welcome|=|0 delay 3000 if welcome|=|0 cmd tempblock 0 238 10 276 if welcome|=|0 cmd tempblock 0 237 10 276 if welcome|=|0 cmd effect puff 238 10 276 0 -1 0 false if welcome|=|0 cmd effect puff 237 10 276 0 -1 0 false if welcome|=|0 delay 1000 if welcome|=|0 cmd tempblock 0 237 11 276 if welcome|=|0 cmd tempblock 0 238 11 276 if welcome|=|0 cmd effect puff 237 11 276 0 -1 0 false if welcome|=|0 cmd effect puff 238 11 276 0 -1 0 false if welcome|=|0 delay 1000 if welcome|=|0 cmd tempblock 0 238 12 276 if welcome|=|0 cmd tempblock 0 237 12 276 if welcome|=|0 cmd effect puff 238 12 276 0 -1 0 false if welcome|=|0 cmd effect puff 237 12 276 0 -1 0 false if welcome|=|0 delay 3000 if welcome|=|0 msg %eGood luck and have fun. if welcome|=|0 set welcome 1 unfreeze quit //---------------------------------------------------------------------------------------- //MANUAL STAT SETTING //---------------------------------------------------------------------------------------- #CharacterSheet //If you filled out the sheet stop them from resetting stats on accident if StrengthTag|=|1 quit if ConstitutionTag|=|1 quit if DexterityTag|=|1 quit if IntelligenceTag|=|1 quit if WizdomTag|=|1 quit if CharismaTag|=|1 quit set PlayerWeaponItem Empty set tempXP {PlayerXP} setadd tempXP 7 //Xp/Level set PlayerXP 0 set PlayerLevel 1 //Abilities set Strength 0 set Constitution 0 set Dexterity 0 set Intelligence 0 set Wizdom 0 set Charisma 0 //Tags to select a number/abilitie //number tags set sixteenTag2 sixteenTag set fifteenTag2 fifteenTag set thirteenTag2 thirteenTag set tweleveTag2 tweleveTag set nineTag2 nineTag set eightTag2 eightTag set sixteenTag 0 set fifteenTag 0 set thirteenTag 0 set tweleveTag 0 set nineTag 0 set eightTag 0 //abilitie tags set StrengthTag2 StrengthTag set ConstitutionTag2 ConstitutionTag set DexterityTag2 DexterityTag set IntelligenceTag2 IntelligenceTag set WizdomTag2 WizdomTag set CharismaTag2 CharismaTag set StrengthTag 0 set ConstitutionTag 0 set DexterityTag 0 set IntelligenceTag 0 set WizdomTag 0 set CharismaTag 0 //Color codes for used options set sixteenColor %f set fifteenColor %f set thirteenColor %f set tweleveColor %f set nineColor %f set eightColor %f set StrengthColor %f set ConstitutionColor %f set DexterityColor %f set IntelligenceColor %f set WizdomColor %f set CharismaColor %f //Modifiers set STR 0 set CON 0 set DEX 0 set INT 0 set WIZ 0 set CHA 0 //Select a call #ChooseStatsIn quit #setBlank set Strength 0 set Constitution 0 set Dexterity 0 set Intelligence 0 set Wizdom 0 set Charisma 0 quit #checkStats msg %eAbilities STR/CON/DEX/INT/WIZ/CHA :: %b{Strength}/{Constitution}/{Dexterity}/{Intelligence}/{Wizdom}/{Charisma} msg %eModifiers STR/CON/DEX/INT/WIZ/CHA :: %b{STR}/{CON}/{DEX}/{INT}/{WIZ}/{CHA} msg %ePlayerHP/XP/LEVEL/ARMOR :: %b{PlayerHp}/{PlayerXP}/{PlayerLevel}/{PlayerArmor} quit #ChooseStatsIn call #ChooseStats quit #FindMods //At this point we have the stats so setup player hp ect set maxPlayerAttack 10 set tempHpSet 8 setadd tempHpSet {Constitution} set PlayerHp {tempHpSet} set PlayerArmor 2 //Use the values of your Abilities to set your modifier values call #SetSTR call #SetCON call #SetDEX call #SetINT call #SetWIZ call #SetCHA quit //Make Stat selection,reset if used, Then number selection,reset if used, Then set stat to number and set number tag and stat tag to 1 to indicate used state //------------------------------------------------------------------------------------------------------------ #ChooseStats msg %e~~~~~~~~~~~~~~~~~~~~~~~~ msg %e~ ~ msg %eChoose the %bability %eto set. msg %e~ ~ msg %e~~~~~~~~~~~~~~~~~~~~~~~ reply 1|{StrengthColor}Strength|#ChooseStats2|StrengthTag reply 2|{ConstitutionColor}Constitution|#ChooseStats2|ConstitutionTag reply 3|{DexterityColor}Dexterity|#ChooseStats2|DexterityTag reply 4|{IntelligenceColor}Intelligence|#ChooseStats2|IntelligenceTag reply 5|{WizdomColor}Wizdom|#ChooseStats2|WizdomTag reply 6|{CharismaColor}Charisma|#ChooseStats2|CharismaTag quit #ChooseStats2 //If already used, msg, Then restart choosestats, if not used call ChooseNumber if {runArg1}|=|1 msg %4You already set this %babilitiy. if {runArg1}|=|1 call #ChooseStats if {runArg1}|=|0 call #ChooseNumber|{runArg1} quit #ChooseNumber msg %e~~~~~~~~~~~~~~~~~~~~~~~~ msg %e~ ~ msg %eChoose the %avalue %eto set this %babilitiy %eto. msg %e~ ~ msg %e~~~~~~~~~~~~~~~~~~~~~~~ reply 1|{sixteenColor}16|#ChooseNumber2|{runArg1}|sixteenTag reply 2|{fifteenColor}15|#ChooseNumber2|{runArg1}|fifteenTag reply 3|{thirteenColor}13|#ChooseNumber2|{runArg1}|thirteenTag reply 4|{tweleveColor}12|#ChooseNumber2|{runArg1}|tweleveTag reply 5|{nineColor}9|#ChooseNumber2|{runArg1}|nineTag reply 6|{eightColor}8|#ChooseNumber2|{runArg1}|eightTag quit #ChooseNumber2 //If already used, msg, Then restart choosenumber, if not used call setStat if {runArg2}|=|1 msg %4You already used this %anumber %4on a %babilitiy. if {runArg2}|=|1 call #ChooseNumber if {runArg2}|=|0 call #setStat|{runArg1}|{runArg2} quit #setStat set statName {runArg1} if statName|=|StrengthTag2 call #setStr|{runArg2} if statName|=|ConstitutionTag2 call #setCon|{runArg2} if statName|=|DexterityTag2 call #setDex|{runArg2} if statName|=|IntelligenceTag2 call #setInt|{runArg2} if statName|=|WizdomTag2 call #setWiz|{runArg2} if statName|=|CharismaTag2 call #setCha|{runArg2} quit //For stat set to given number #setStr set numName {runArg1} set StrengthColor %4 if numName|=|sixteenTag2 set Strength 16 if numName|=|sixteenTag2 set sixteenTag 1 if numName|=|sixteenTag2 set StrengthTag 1 if numName|=|sixteenTag2 set sixteenColor %4 if numName|=|fifteenTag2 set Strength 15 if numName|=|fifteenTag2 set fifteenTag 1 if numName|=|fifteenTag2 set StrengthTag 1 if numName|=|fifteenTag2 set fifteenColor %4 if numName|=|thirteenTag2 set Strength 13 if numName|=|thirteenTag2 set thirteenTag 1 if numName|=|thirteenTag2 set StrengthTag 1 if numName|=|thirteenTag2 set thirteenColor %4 if numName|=|tweleveTag2 set Strength 12 if numName|=|tweleveTag2 set tweleveTag 1 if numName|=|tweleveTag2 set StrengthTag 1 if numName|=|tweleveTag2 set tweleveColor %4 if numName|=|nineTag2 set Strength 9 if numName|=|nineTag2 set nineTag 1 if numName|=|nineTag2 set StrengthTag 1 if numName|=|nineTag2 set nineColor %4 if numName|=|eightTag2 set Strength 8 if numName|=|eightTag2 set eightTag 1 if numName|=|eightTag2 set StrengthTag 1 if numName|=|eightTag2 set eightColor %4 //If an tags are not 1 then do selection again if StrengthTag|=|0 goto #ChooseStatsIn if ConstitutionTag|=|0 goto #ChooseStatsIn if DexterityTag|=|0 goto #ChooseStatsIn if IntelligenceTag|=|0 goto #ChooseStatsIn if WizdomTag|=|0 goto #ChooseStatsIn if CharismaTag|=|0 goto #ChooseStatsIn goto #FindMods quit #setCon set numName {runArg1} set ConstitutionColor %4 if numName|=|sixteenTag2 set Constitution 16 if numName|=|sixteenTag2 set sixteenTag 1 if numName|=|sixteenTag2 set ConstitutionTag 1 if numName|=|sixteenTag2 set sixteenColor %4 if numName|=|fifteenTag2 set Constitution 15 if numName|=|fifteenTag2 set fifteenTag 1 if numName|=|fifteenTag2 set ConstitutionTag 1 if numName|=|fifteenTag2 set fifteenColor %4 if numName|=|thirteenTag2 set Constitution 13 if numName|=|thirteenTag2 set thirteenTag 1 if numName|=|thirteenTag2 set ConstitutionTag 1 if numName|=|thirteenTag2 set thirteenColor %4 if numName|=|tweleveTag2 set Constitution 12 if numName|=|tweleveTag2 set tweleveTag 1 if numName|=|tweleveTag2 set ConstitutionTag 1 if numName|=|tweleveTag2 set tweleveColor %4 if numName|=|nineTag2 set Constitution 9 if numName|=|nineTag2 set nineTag 1 if numName|=|nineTag2 set ConstitutionTag 1 if numName|=|nineTag2 set nineColor %4 if numName|=|eightTag2 set Constitution 8 if numName|=|eightTag2 set eightTag 1 if numName|=|eightTag2 set ConstitutionTag 1 if numName|=|eightTag2 set eightColor %4 //If an tags are not 1 then do selection again if StrengthTag|=|0 goto #ChooseStatsIn if ConstitutionTag|=|0 goto #ChooseStatsIn if DexterityTag|=|0 goto #ChooseStatsIn if IntelligenceTag|=|0 goto #ChooseStatsIn if WizdomTag|=|0 goto #ChooseStatsIn if CharismaTag|=|0 goto #ChooseStatsIn goto #FindMods quit #setDex set numName {runArg1} set DexterityColor %4 if numName|=|sixteenTag2 set Dexterity 16 if numName|=|sixteenTag2 set sixteenTag 1 if numName|=|sixteenTag2 set DexterityTag 1 if numName|=|sixteenTag2 set sixteenColor %4 if numName|=|fifteenTag2 set Dexterity 15 if numName|=|fifteenTag2 set fifteenTag 1 if numName|=|fifteenTag2 set DexterityTag 1 if numName|=|fifteenTag2 set fifteenColor %4 if numName|=|thirteenTag2 set Dexterity 13 if numName|=|thirteenTag2 set thirteenTag 1 if numName|=|thirteenTag2 set DexterityTag 1 if numName|=|thirteenTag2 set thirteenColor %4 if numName|=|tweleveTag2 set Dexterity 12 if numName|=|tweleveTag2 set tweleveTag 1 if numName|=|tweleveTag2 set DexterityTag 1 if numName|=|tweleveTag2 set tweleveColor %4 if numName|=|nineTag2 set Dexterity 9 if numName|=|nineTag2 set nineTag 1 if numName|=|nineTag2 set DexterityTag 1 if numName|=|nineTag2 set nineColor %4 if numName|=|eightTag2 set Dexterity 8 if numName|=|eightTag2 set eightTag 1 if numName|=|eightTag2 set DexterityTag 1 if numName|=|eightTag2 set eightColor %4 //If an tags are not 1 then do selection again if StrengthTag|=|0 goto #ChooseStatsIn if ConstitutionTag|=|0 goto #ChooseStatsIn if DexterityTag|=|0 goto #ChooseStatsIn if IntelligenceTag|=|0 goto #ChooseStatsIn if WizdomTag|=|0 goto #ChooseStatsIn if CharismaTag|=|0 goto #ChooseStatsIn goto #FindMods quit #setInt set numName {runArg1} set IntelligenceColor %4 if numName|=|sixteenTag2 set Intelligence 16 if numName|=|sixteenTag2 set sixteenTag 1 if numName|=|sixteenTag2 set IntelligenceTag 1 if numName|=|sixteenTag2 set sixteenColor %4 if numName|=|fifteenTag2 set Intelligence 15 if numName|=|fifteenTag2 set fifteenTag 1 if numName|=|fifteenTag2 set IntelligenceTag 1 if numName|=|fifteenTag2 set fifteenColor %4 if numName|=|thirteenTag2 set Intelligence 13 if numName|=|thirteenTag2 set thirteenTag 1 if numName|=|thirteenTag2 set IntelligenceTag 1 if numName|=|thirteenTag2 set thirteenColor %4 if numName|=|tweleveTag2 set Intelligence 12 if numName|=|tweleveTag2 set tweleveTag 1 if numName|=|tweleveTag2 set IntelligenceTag 1 if numName|=|tweleveTag2 set tweleveColor %4 if numName|=|nineTag2 set Intelligence 9 if numName|=|nineTag2 set nineTag 1 if numName|=|nineTag2 set IntelligenceTag 1 if numName|=|nineTag2 set nineColor %4 if numName|=|eightTag2 set Intelligence 8 if numName|=|eightTag2 set eightTag 1 if numName|=|eightTag2 set IntelligenceTag 1 if numName|=|eightTag2 set eightColor %4 //If an tags are not 1 then do selection again if StrengthTag|=|0 goto #ChooseStatsIn if ConstitutionTag|=|0 goto #ChooseStatsIn if DexterityTag|=|0 goto #ChooseStatsIn if IntelligenceTag|=|0 goto #ChooseStatsIn if WizdomTag|=|0 goto #ChooseStatsIn if CharismaTag|=|0 goto #ChooseStatsIn goto #FindMods quit #setWiz set numName {runArg1} set WizdomColor %4 if numName|=|sixteenTag2 set Wizdom 16 if numName|=|sixteenTag2 set sixteenTag 1 if numName|=|sixteenTag2 set WizdomTag 1 if numName|=|sixteenTag2 set sixteenColor %4 if numName|=|fifteenTag2 set Wizdom 15 if numName|=|fifteenTag2 set fifteenTag 1 if numName|=|fifteenTag2 set WizdomTag 1 if numName|=|fifteenTag2 set fifteenColor %4 if numName|=|thirteenTag2 set Wizdom 13 if numName|=|thirteenTag2 set thirteenTag 1 if numName|=|thirteenTag2 set WizdomTag 1 if numName|=|thirteenTag2 set thirteenColor %4 if numName|=|tweleveTag2 set Wizdom 12 if numName|=|tweleveTag2 set tweleveTag 1 if numName|=|tweleveTag2 set WizdomTag 1 if numName|=|tweleveTag2 set tweleveColor %4 if numName|=|nineTag2 set Wizdom 9 if numName|=|nineTag2 set nineTag 1 if numName|=|nineTag2 set WizdomTag 1 if numName|=|nineTag2 set nineColor %4 if numName|=|eightTag2 set Wizdom 8 if numName|=|eightTag2 set eightTag 1 if numName|=|eightTag2 set WizdomTag 1 if numName|=|eightTag2 set eightColor % //If an tags are not 1 then do selection again if StrengthTag|=|0 goto #ChooseStatsIn if ConstitutionTag|=|0 goto #ChooseStatsIn if DexterityTag|=|0 goto #ChooseStatsIn if IntelligenceTag|=|0 goto #ChooseStatsIn if WizdomTag|=|0 goto #ChooseStatsIn if CharismaTag|=|0 goto #ChooseStatsIn goto #FindMods quit #setCha set numName {runArg1} set CharismaColor %4 if numName|=|sixteenTag2 set Charisma 16 if numName|=|sixteenTag2 set sixteenTag 1 if numName|=|sixteenTag2 set CharismaTag 1 if numName|=|sixteenTag2 set sixteenColor %4 if numName|=|fifteenTag2 set Charisma 15 if numName|=|fifteenTag2 set fifteenTag 1 if numName|=|fifteenTag2 set CharismaTag 1 if numName|=|fifteenTag2 set fifteenColor %4 if numName|=|thirteenTag2 set Charisma 13 if numName|=|thirteenTag2 set thirteenTag 1 if numName|=|thirteenTag2 set CharismaTag 1 if numName|=|thirteenTag2 set thirteenColor %4 if numName|=|tweleveTag2 set Charisma 12 if numName|=|tweleveTag2 set tweleveTag 1 if numName|=|tweleveTag2 set CharismaTag 1 if numName|=|tweleveTag2 set tweleveColor %4 if numName|=|nineTag2 set Charisma 9 if numName|=|nineTag2 set nineTag 1 if numName|=|nineTag2 set CharismaTag 1 if numName|=|nineTag2 set nineColor %4 if numName|=|eightTag2 set Charisma 8 if numName|=|eightTag2 set eightTag 1 if numName|=|eightTag2 set CharismaTag 1 if numName|=|eightTag2 set eightColor %4 //If an tags are not 1 then do selection again if StrengthTag|=|0 goto #ChooseStatsIn if ConstitutionTag|=|0 goto #ChooseStatsIn if DexterityTag|=|0 goto #ChooseStatsIn if IntelligenceTag|=|0 goto #ChooseStatsIn if WizdomTag|=|0 goto #ChooseStatsIn if CharismaTag|=|0 goto #ChooseStatsIn goto #FindMods quit //---------------------------------------------------------------------------------------- //FIGURE OUT MODIFIERS BASED ON STATS //---------------------------------------------------------------------------------------- //STR #SetSTR if Strength|<=|3 set STR -3 if Strength|>|3 call #SetSTR2 quit #SetSTR2 if Strength|<=|5 set STR -2 if Strength|>|5 call #SetSTR3 quit #SetSTR3 if Strength|<=|8 set STR -1 if Strength|>|8 call #SetSTR4 quit #SetSTR4 if Strength|<=|12 set STR 0 if Strength|>|12 call #SetSTR5 quit #SetSTR5 if Strength|<=|15 set STR 1 if Strength|>|15 call #SetSTR6 quit #SetSTR6 if Strength|<=|17 set STR 2 if Strength|>|17 call #SetSTR7 quit #SetSTR7 if Strength|<=|18 set STR 3 quit //CON #SetCON if Constitution|<=|3 set CON -3 if Constitution|>|3 call #SetCON2 quit #SetCON2 if Constitution|<=|5 set CON -2 if Constitution|>|5 call #SetCON3 quit #SetCON3 if Constitution|<=|8 set CON -1 if Constitution|>|8 call #SetCON4 quit #SetCON4 if Constitution|<=|12 set CON 0 if Constitution|>|12 call #SetCON5 quit #SetCON5 if Constitution|<=|15 set CON 1 if Constitution|>|15 call #SetCON6 quit #SetCON6 if Constitution|<=|17 set CON 2 if Constitution|>|17 call #SetCON7 quit #SetCON7 if Constitution|<=|18 set CON 3 quit //DEX #SetDEX if Dexterity|<=|3 set DEX -3 if Dexterity|>|3 call #SetDEX2 quit #SetDEX2 if Dexterity|<=|5 set DEX -2 if Dexterity|>|5 call #SetDEX3 quit #SetDEX3 if Dexterity|<=|8 set DEX -1 if Dexterity|>|8 call #SetDEX4 quit #SetDEX4 if Dexterity|<=|12 set DEX 0 if Dexterity|>|12 call #SetDEX5 quit #SetDEX5 if Dexterity|<=|15 set DEX 1 if Dexterity|>|15 call #SetDEX6 quit #SetDEX6 if Dexterity|<=|17 set DEX 2 if Dexterity|>|17 call #SetDEX7 quit #SetDEX7 if Dexterity|<=|18 set DEX 3 quit //INT #SetINT if Intelligence|<=|3 set INT -3 if Intelligence|>|3 call #SetINT2 quit #SetINT2 if Intelligence|<=|5 set INT -2 if Intelligence|>|5 call #SetINT3 quit #SetINT3 if Intelligence|<=|8 set INT -1 if Intelligence|>|8 call #SetINT4 quit #SetINT4 if Intelligence|<=|12 set INT 0 if Intelligence|>|12 call #SetINT5 quit #SetINT5 if Intelligence|<=|15 set INT 1 if Intelligence|>|15 call #SetINT6 quit #SetINT6 if Intelligence|<=|17 set INT 2 if Intelligence|>|17 call #SetINT7 quit #SetINT7 if Intelligence|<=|18 set INT 3 quit //WIZ #SetWIZ if Wizdom|<=|3 set WIZ -3 if Wizdom|>|3 call #SetWIZ2 quit #SetWIZ2 if Wizdom|<=|5 set WIZ -2 if Wizdom|>|5 call #SetWIZ3 quit #SetWIZ3 if Wizdom|<=|8 set WIZ -1 if Wizdom|>|8 call #SetWIZ4 quit #SetWIZ4 if Wizdom|<=|12 set WIZ 0 if Wizdom|>|12 call #SetWIZ5 quit #SetWIZ5 if Wizdom|<=|15 set WIZ 1 if Wizdom|>|15 call #SetWIZ6 quit #SetWIZ6 if Wizdom|<=|17 set WIZ 2 if Wizdom|>|17 call #SetWIZ7 quit #SetWIZ7 if Wizdom|<=|18 set WIZ 3 quit //CHA #SetCHA if Charisma|<=|3 set CHA -3 if Charisma|>|3 call #SetCHA2 quit #SetCHA2 if Charisma|<=|5 set CHA -2 if Charisma|>|5 call #SetCHA3 quit #SetCHA3 if Charisma|<=|8 set CHA -1 if Charisma|>|8 call #SetCHA4 quit #SetCHA4 if Charisma|<=|12 set CHA 0 if Charisma|>|12 call #SetCHA5 quit #SetCHA5 if Charisma|<=|15 set CHA 1 if Charisma|>|15 call #SetCHA6 quit #SetCHA6 if Charisma|<=|17 set CHA 2 if Charisma|>|17 call #SetCHA7 quit #SetCHA7 if Charisma|<=|18 set CHA 3 quit //---------------------------------------------------------------------------------------- //PUSH A BLOCK SCRIPT //---------------------------------------------------------------------------------------- #StartBlock cmd tempblock 0 {blockx} 132 {blockz} set blockx 190 set blockz 340 cmd tempblock 65 {blockx} 132 {blockz} quit //-------------------------------------------------------------First Conditions #MoveBlock set MBXtemp {MBX} setsub MBXtemp 1 if blockx|=|MBXtemp goto #BlockXm set MBXtemp {MBX} setadd MBXtemp 1 if blockx|=|MBXtemp goto #BlockXp set MBZtemp {MBZ} setsub MBZtemp 1 if blockz|=|MBZtemp goto #BlockZm set MBZtemp {MBZ} setadd MBZtemp 1 if blockz|=|MBZtemp goto #BlockZp quit #MoveBlock2 set MBXtemp {MBX} setsub MBXtemp 1 if blockx|=|MBXtemp goto #BlockXm set MBXtemp {MBX} setadd MBXtemp 1 if blockx|=|MBXtemp goto #BlockXp set MBZtemp {MBZ} setsub MBZtemp 1 if blockz|=|MBZtemp goto #BlockZm set MBZtemp {MBZ} setadd MBZtemp 1 if blockz|=|MBZtemp goto #BlockZp quit //-------------------------------------------------------------Second Conditions //Front #BlockXm set MBZtemp {MBZ} if blockz|=|MBZtemp goto #PlaceBlockxmz quit //Back #BlockXp set MBZtemp {MBZ} if blockz|=|MBZtemp goto #PlaceBlockxpz quit //Left #BlockZm set MBXtemp {MBX} if blockx|=|MBXtemp goto #PlaceBlockxzm quit //Right #BlockZp set MBXtemp {MBX} if blockx|=|MBXtemp goto #PlaceBlockxzp quit //-------------------------------------------------------------Position to place #PlaceBlockxmz cmd tempblock 0 {blockx} 132 {blockz} set MBXtemp {MBX} setsub MBXtemp 2 set blockx {MBXtemp} set blockz {MBZ} cmd tempblock 65 {blockx} 132 {blockz} if blockx|=|171 goto #winCheck quit #PlaceBlockxpz cmd tempblock 0 {blockx} 132 {blockz} set MBXtemp {MBX} setadd MBXtemp 2 set blockx {MBXtemp} set blockz {MBZ} cmd tempblock 65 {blockx} 132 {blockz} if blockx|=|171 goto #winCheck quit #PlaceBlockxzm cmd tempblock 0 {blockx} 132 {blockz} set MBZtemp {MBZ} setsub MBZtemp 2 set blockx {MBX} set blockz {MBZtemp} cmd tempblock 65 {blockx} 132 {blockz} if blockx|=|171 goto #winCheck quit #PlaceBlockxzp cmd tempblock 0 {blockx} 132 {blockz} set MBZtemp {MBZ} setadd MBZtemp 2 set blockx {MBX} set blockz {MBZtemp} cmd tempblock 65 {blockx} 132 {blockz} if blockx|=|171 goto #winCheck quit #winCheck if blockz|=|339 goto #win quit #win msg %eCONGRATZ!! You are a big winner! cmd tempblock 0 {blockx} 132 {blockz} set blockx 190 set blockz 340 cmd tempblock 65 {blockx} 132 {blockz} quit //---------------------------------------------------------------------------------------- //CHASE PLAYER BLOCK //---------------------------------------------------------------------------------------- #StartMonster cmd tempblock 0 {monsterx} 132 {monsterz} set monsterx 262 set monsterz 359 cmd tempblock 604 {monsterx} 132 {monsterz} quit //-------------------------------------------------------------First Conditions #MoveMonster //The monster will move towards you set PlayerXtemp {PlayerX} set PlayerZtemp {PlayerZ} if monsterx|>|PlayerXtemp call #monsterToPlayerXm if monsterx|<|PlayerXtemp call #monsterToPlayerXp if monsterz|>|PlayerZtemp call #monsterToPlayerZm if monsterz|<|PlayerZtemp call #monsterToPlayerZp set MONSTERXtemp {MBX} setsub MONSTERXtemp 1 if monsterx|=|MONSTERXtemp goto #monsterxm set MONSTERXtemp {MBX} setadd MONSTERXtemp 1 if monsterx|=|MONSTERXtemp goto #monsterxp set MONSTERZtemp {MBZ} setsub MONSTERZtemp 1 if monsterz|=|MONSTERZtemp goto #monsterzm set MONSTERZtemp {MBZ} setadd MONSTERZtemp 1 if monsterz|=|MONSTERZtemp goto #monsterzp quit #MoveMonster2 //The monster will move towards you set PlayerXtemp {PlayerX} set PlayerZtemp {PlayerZ} if monsterx|>|PlayerXtemp call #monsterToPlayerXm if monsterx|<|PlayerXtemp call #monsterToPlayerXp if monsterz|>|PlayerZtemp call #monsterToPlayerZm if monsterz|<|PlayerZtemp call #monsterToPlayerZp set MONSTERXtemp {MBX} setsub MONSTERXtemp 1 if monsterx|=|MONSTERXtemp goto #monsterxm set MONSTERXtemp {MBX} setadd MONSTERXtemp 1 if monsterx|=|MONSTERXtemp goto #monsterxp set MONSTERZtemp {MBZ} setsub MONSTERZtemp 1 if monsterz|=|MONSTERZtemp goto #monsterzm set MONSTERZtemp {MBZ} setadd MONSTERZtemp 1 if monsterz|=|MONSTERZtemp goto #monsterzp quit //-------------------------------------------------------------Towards player #monsterToPlayerXm cmd tempblock 0 {monsterx} 132 {monsterz} setsub monsterx 1 cmd tempblock 604 {monsterx} 132 {monsterz} if monsterz|>|PlayerZtemp goto #monsterToPlayerZmS if monsterz|<|PlayerZtemp goto #monsterToPlayerZpS quit #monsterToPlayerXp cmd tempblock 0 {monsterx} 132 {monsterz} setadd monsterx 1 cmd tempblock 604 {monsterx} 132 {monsterz} if monsterz|>|PlayerZtemp goto #monsterToPlayerZmS if monsterz|<|PlayerZtemp goto #monsterToPlayerZpS quit #monsterToPlayerZm cmd tempblock 0 {monsterx} 132 {monsterz} setsub monsterz 1 cmd tempblock 604 {monsterx} 132 {monsterz} if monsterx|>|PlayerXtemp goto #monsterToPlayerXmS if monsterx|<|PlayerXtemp goto #monsterToPlayerXpS quit #monsterToPlayerZp cmd tempblock 0 {monsterx} 132 {monsterz} setadd monsterz 1 cmd tempblock 604 {monsterx} 132 {monsterz} if monsterx|>|PlayerXtemp goto #monsterToPlayerXmS if monsterx|<|PlayerXtemp goto #monsterToPlayerXpS quit #monsterToPlayerXmS cmd tempblock 0 {monsterx} 132 {monsterz} setsub monsterx 1 cmd tempblock 604 {monsterx} 132 {monsterz} quit #monsterToPlayerXpS cmd tempblock 0 {monsterx} 132 {monsterz} setadd monsterx 1 cmd tempblock 604 {monsterx} 132 {monsterz} quit #monsterToPlayerZmS cmd tempblock 0 {monsterx} 132 {monsterz} setsub monsterz 1 cmd tempblock 604 {monsterx} 132 {monsterz} quit #monsterToPlayerZpS cmd tempblock 0 {monsterx} 132 {monsterz} setadd monsterz 1 cmd tempblock 604 {monsterx} 132 {monsterz} quit //-------------------------------------------------------------Second Conditions #monsterxm set MONSTERZtemp {MBZ} if monsterz|=|MONSTERZtemp goto #Deathmonsterxmz quit #monsterxp set MONSTERZtemp {MBZ} if monsterz|=|MONSTERZtemp goto #Deathmonsterxpz quit #monsterzm set MONSTERXtemp {MBX} if monsterx|=|MONSTERXtemp goto #Deathmonsterxzm quit #monsterzp set MONSTERXtemp {MBX} if monsterx|=|MONSTERXtemp goto #Deathmonsterxzp quit //-------------------------------------------------------------Death #Deathmonsterxmz cmd tp 223 129 339 1 1 quit #Deathmonsterxpz cmd tp 223 129 339 1 1 quit #Deathmonsterxzm cmd tp 223 129 339 1 1 quit #Deathmonsterxzp cmd tp 223 129 339 1 1 quit //---------------------------------------------------------------------------------------- //RUN FROM PLAYER BLOCK //---------------------------------------------------------------------------------------- #Startmouse cmd tempchunk 255 129 255 267 129 270 255 129 270 cmd tempblock 0 {mousex} 129 {mousez} set mousex 265 set mousez 280 cmd tempblock 1 {mousex} 129 {mousez} quit //-------------------------------------------------------------First Conditions #Movemouse //The mouse will move away from you set PlayerXtempB {PlayerX} set PlayerZtempB {PlayerZ} if mousex|>|PlayerXtempB call #mouseToPlayerXm if mousex|<|PlayerXtempB call #mouseToPlayerXp if mousez|>|PlayerZtempB call #mouseToPlayerZm if mousez|<|PlayerZtempB call #mouseToPlayerZp if mousex|>|268 goto #Startmouse if mousex|<|254 goto #Startmouse if mousez|>|283 goto #Startmouse if mousez|<|269 goto #Startmouse quit #Movemouse2 //The mouse will move towards you set PlayerXtempB {PlayerX} set PlayerZtempB {PlayerZ} if mousex|>|PlayerXtempB call #mouseToPlayerXm if mousex|<|PlayerXtempB call #mouseToPlayerXp if mousez|>|PlayerZtempB call #mouseToPlayerZm if mousez|<|PlayerZtempB call #mouseToPlayerZp if mousex|>|268 goto #Startmouse if mousex|<|254 goto #Startmouse if mousez|>|283 goto #Startmouse if mousez|<|269 goto #Startmouse quit //-------------------------------------------------------------Towards player #mouseToPlayerXm cmd tempblock 0 {mousex} 129 {mousez} setadd mousex 1 cmd tempblock 1 {mousex} 129 {mousez} if mousez|>|PlayerZtempB call #mouseToPlayerZmS if mousez|<|PlayerZtempB call #mouseToPlayerZpS quit #mouseToPlayerXp cmd tempblock 0 {mousex} 129 {mousez} setsub mousex 1 cmd tempblock 1 {mousex} 129 {mousez} if mousez|>|PlayerZtempB call #mouseToPlayerZmS if mousez|<|PlayerZtempB call #mouseToPlayerZpS quit #mouseToPlayerZm cmd tempblock 0 {mousex} 129 {mousez} setadd mousez 1 cmd tempblock 1 {mousex} 129 {mousez} if mousex|>|PlayerXtempB call #mouseToPlayerXmS if mousex|<|PlayerXtempB call #mouseToPlayerXpS quit #mouseToPlayerZp cmd tempblock 0 {mousex} 129 {mousez} setsub mousez 1 cmd tempblock 1 {mousex} 129 {mousez} if mousex|>|PlayerXtempB call #mouseToPlayerXmS if mousex|<|PlayerXtempB call #mouseToPlayerXpS quit #mouseToPlayerXmS cmd tempblock 0 {mousex} 129 {mousez} setadd mousex 1 cmd tempblock 1 {mousex} 129 {mousez} if mousex|=|255 goto #Checkwinmouse quit #mouseToPlayerXpS cmd tempblock 0 {mousex} 129 {mousez} setsub mousex 1 cmd tempblock 1 {mousex} 129 {mousez} if mousex|=|255 goto #Checkwinmouse quit #mouseToPlayerZmS cmd tempblock 0 {mousex} 129 {mousez} setadd mousez 1 cmd tempblock 1 {mousex} 129 {mousez} if mousex|=|255 goto #Checkwinmouse quit #mouseToPlayerZpS cmd tempblock 0 {mousex} 129 {mousez} setsub mousez 1 cmd tempblock 1 {mousex} 129 {mousez} if mousex|=|255 goto #Checkwinmouse quit //-------------------------------------------------------------Second Conditions #Checkwinmouse if mousez|=|270 goto #winMouse quit #winMouse msg %eWINNER WINNER! good work! cmd tempblock 0 {mousex} 129 {mousez} set mousex 265 set mousez 280 cmd tempblock 1 {mousex} 129 {mousez} quit