Monster

label dummy: $ target_enemie = "Dummy" $ monster_max_HP = 1000 $ monster_HP = monster_max_HP $ monster_experience = 0 $ monster_dice = 7 $ monster_animation = 2 return

label slime: $ target_enemie = "Slime" $ monster_max_HP = 30 $ monster_HP = monster_max_HP $ monster_experience = 10 $ monster_dice = 2 $ monster_animation = 1 return

label goblin: $ target_enemie = "Goblin" $ monster_max_HP = 50 $ monster_HP = monster_max_HP $ monster_experience = 30 $ monster_dice = 4 $ monster_animation = 2

return

label troll: $ target_enemie = "Troll" $ monster_max_HP = 100 $ monster_HP = monster_max_HP $ monster_experience = 100 $ monster_dice = 5 $ monster_animation = 2 return

label talk_monsters:

# check for charisma + talk dice # intimidation checks for swords # diplomasy bonus through harts # magic unlocs odd language # Some armor and items gives extra dialouge # some plot actions triger extra dialouge

if charisma+talk_dice<=5: "y" "Hello?" "I kill puny human!!" $ player_turn="monster" elif charisma+talk_dice>=7: "y" "Surender or die!" "Monster" "I surrender!!" $ player_turn="diplomatic_victory" $ battle_continue = False else: "y" "Hello monster!" "Monster" "Hello self human!"

return