Battle Engine


 * 1) Battle
 * 2) Monster battle engage!


 * 1) call "monster"


 * 1) randomize first_round =="monster":

call battle_engine

if player_turn == "victory": "You have vanquished the %(target_enemie)s!" "You gain %(monster_experience)d EXP!" $ xp += monster_experience elif player_turn == "diplomatic_victory": "The %(target_enemie)s retreets!" $ diplomatic_xp = monster_experience/2 $ xp += diplomatic_xp "You gain %(diplomatic_xp)d EXP!"

call level_upp


 * 1) START UPP SKRIPT #################################################################
 * 1) START UPP SKRIPT #################################################################
 * 1) START UPP SKRIPT #################################################################

label start:

$ experience = 0 $ level = 1 $ klass = "warrior" $ str = 5 $ int = 5 $ con = 5 $ cha = 5 $ dex = 5 $ dice = 2

#######################################################################################   #### combat values sett ############################################################### #######################################################################################

$ diplomatic_xp = 0 $ battle_continue = True $ re_roll = 2 $ re_roll_menu = True $ player_turn=="none"

$ damage = 0 $ first_round = "none"

#######################################################################################   #### Your dice pool ################################################################### #######################################################################################

$ dice_1 = "none" $ dice_2 = "none" $ dice_3 = "none" $ dice_4 = "none" $ dice_5 = "none" $ dice_6 = "none" $ dice_7 = "none"

$ re_roll_dice1 = True $ re_roll_dice2 = True $ re_roll_dice3 = True $ re_roll_dice4 = True $ re_roll_dice5 = True $ re_roll_dice6 = True $ re_roll_dice7 = True

$ sword_dice = 0 $ combo_dice = 0 $ shield_dice = 0 $ magic_dice = 0 $ talk_dice = 0 $ hart_dice = 0

# Warrior dice # $ dice_1 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) # Rouge # $ dice_1 = renpy.random.choice(['sword', 'shield', 'talk', 'combo', 'combo', 'magic']) # Mage # $ dice_1 = renpy.random.choice(['sword', 'shield', 'talk', 'combo', 'magic', 'magic']) # Bard # $ dice_1 = renpy.random.choice(['sword', 'shield', 'talk', 'combo', 'talk', 'magic']) # Clearic # $ dice_1 = renpy.random.choice(['sword', 'hart', 'hart', 'shield', 'talk', 'magic'])

#######################################################################################   #### Monster dice pool ################################################################ #######################################################################################

$ target_enemie = "none" $ monster_HP = 0 $ monster_experience = 0 $ monster_dice = 0

$ monster_dice_1 = "none" $ monster_dice_2 = "none" $ monster_dice_3 = "none" $ monster_dice_4 = "none" $ monster_dice_5 = "none" $ monster_dice_6 = "none" $ monster_dice_7 = "none"

$ re_roll_monster_dice1 = True $ re_roll_monster_dice2 = True $ re_roll_monster_dice3 = True $ re_roll_monster_dice4 = True $ re_roll_monster_dice5 = True $ re_roll_monster_dice6 = True $ re_roll_monster_dice7 = True

$ sword_monster_dice = 0 $ combo_monster_dice = 0 $ shield_monster_dice = 0 $ magic_monster_dice = 0 $ talk_monster_dice = 0 $ hart_monster_dice = 0


 * 1) LEVEL UPP SKRIPT #################################################################
 * 1) LEVEL UPP SKRIPT #################################################################
 * 1) LEVEL UPP SKRIPT #################################################################

label level_upp:

"Congratulations!" "You have leveled up!!"

# rise to lvl 2 if experience >= 100 and level == 1: $ level += 1 $ str += 2 $ int += 1 $ con += 2 $ cha += 1 $ dex += 2 $ dice += 1

# rise to lvl 3 if experience >= 250 and level == 2: $ level += 1 $ str += 2 $ int += 1 $ con += 2 $ cha += 1 $ dex += 2 $ dice += 1

"You are now lvl %(level)d!"

return


 * 1) BATTLE ENGINE ####################################################################
 * 1) BATTLE ENGINE ####################################################################
 * 1) BATTLE ENGINE ####################################################################

label battle_engine:

$ re_roll = 2 $ re_roll_menu = True $ battle_continue = True

"You have encountered a %(target_enemie)s!"

while battle_continue==True:

if first_round=="player": $ re_roll = 2

$ re_roll_dice1 = True $ re_roll_dice2 = True $ re_roll_dice3 = True $ re_roll_dice4 = True $ re_roll_dice5 = True $ re_roll_dice6 = True $ re_roll_dice7 = True

call your_dice_pool call monster_dice_pool

# Player turn if first_round==False:

while player_turn=="player": menu: "what actions do you wish to do?" "Skills": menu: "what actions do you wish to do?" "Attack" if sword_dice>=2: $ damage = sword_dice+str "You hit %(target_enemie)s for %(damage)d damage." $ sword_dice = 0 if dice_1 == "sword": $ dice_1 = "used" if dice_2 == "sword": $ dice_2 = "used" if dice_3 == "sword": $ dice_3 = "used" if dice_4 == "sword": $ dice_4 = "used" if dice_5 == "sword": $ dice_5 = "used" if dice_6 == "sword": $ dice_6 = "used" if dice_7 == "sword": $ dice_7 = "used"

"Shield Smash" if sword_dice>=1 and shield_dice>=1 and combo_dice>=1: $ damage = 5 "You hit %(target_enemie)s for %(damage)d damage." "%(target_enemie) is stunned!" $ sword_dice -= 1 $ combo_dice -= 1 $ shield_dice -= 1

"Combo Strike" if combo_dice>=3: $ damage = combo_dice+str*2 "You hit %(target_enemie)s for %(damage)d damage." $ combo_dice = 0

"Flee": if talk_dice+renpy.random.randint(1, 20)>= 10: "You flee the battle!" $ player_turn = "none" $ battle_continue = False else: "The monster blocks your way!" $ player_turn = "monster"

"I change my mind": pass

"Talk": if cha+talk_dice>=5: y "Hello?" "I kill puny human!!" $ player_turn="monster" if cha+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!"

"Re Roll" if not re_roll==0: while re_roll_menu == True: menu: "What dice do you wish to re roll?" "Change %(dice_1)s" if re_roll_dice1==False: $ re_roll_dice1 = True "Do not change %(dice_1)s" if re_roll_dice1==True: $ re_roll_dice1 = False "Change %(dice_2)s" if re_roll_dice2==False: $ re_roll_dice2 = True "Do not change %(dice_2)s" if re_roll_dice2==True: $ re_roll_dice2 = False "Change %(dice_3)s" if dice>=3 and re_roll_dice3==False: $ re_roll_dice3 = True "Do not change %(dice_3)s" if dice>=3 and re_roll_dice3==True: $ re_roll_dice3 = False "Change %(dice_4)s" if dice>=4 and re_roll_dice4==False: $ re_roll_dice4 = True "Do not change %(dice_4)s" if dice>=4 and re_roll_dice4==True: $ re_roll_dice4 = False "Change %(dice_5)s" if dice>=5 and re_roll_dice5==False: $ re_roll_dice5 = True "Do not change %(dice_5)s" if dice>=5 and re_roll_dice5==True: $ re_roll_dice5 = False "Change %(dice_6)s" if dice>=6 and re_roll_dice6==False: $ re_roll_dice6 = True "Do not change %(dice_6)s" if dice>=6 and re_roll_dice6==True: $ re_roll_dice6 = False "Change %(dice_7)s" if dice>=7 and re_roll_dice7==False: $ re_roll_dice7 = True "Do not change %(dice_7)s" if dice>=7 and re_roll_dice7==True: $ re_roll_dice7 = False

"Roll the dice": # make a variable for requirement that at least one dice is chosen to be reroll. call your_dice_pool $ re_roll -= 1 #brake $ re_roll_menu = False "I change my mind": $ re_roll_menu = False

"End turn": #brake $ player_turn = "monster"

$ re_roll_menu = True if monster_HP<=0: $ player_turn="victory" $ battle_continue = False

if first_round=="monster": $ re_roll = 2

$ re_roll_dice1 = True $ re_roll_dice2 = True $ re_roll_dice3 = True $ re_roll_dice4 = True $ re_roll_dice5 = True $ re_roll_dice6 = True $ re_roll_dice7 = True

call your_dice_pool call monster_dice_pool #Monsters move while player_turn=="monster": # re-roll all dice

# Use attacks

if HP<=0: jump game_over else: "Your turn" player_turn = "player"

return


 * 1) YOUR DICE POOL ###################################################################
 * 1) YOUR DICE POOL ###################################################################
 * 1) YOUR DICE POOL ###################################################################

label your_dice_pool:

$ sword_dice = 0 $ combo_dice = 0 $ shield_dice = 0 $ magic_dice = 0 $ talk_dice = 0 $ hart_dice = 0

if re_roll_dice1==True: #if not not dice_1=="used" and not dice_1=="" $ dice_1 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) $ re_roll_dice1 = False if dice_1=="sword": $ sword_dice += 1 elif dice_1=="combo": $ combo_dice += 1 elif dice_1=="shield": $ shield_dice += 1 elif dice_1=="magic": $ magic_dice += 1 elif dice_1=="talk": $ talk_dice += 1 elif dice_1=="hart": $ hart_dice += 1

if re_roll_dice2==True: $ dice_2 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) $ re_roll_dice2 = False if dice_2=="sword": $ sword_dice += 1 elif dice_2=="combo": $ combo_dice += 1 elif dice_2=="shield": $ shield_dice += 1 elif dice_2=="magic": $ magic_dice += 1 elif dice_2=="talk": $ talk_dice += 1 elif dice_2=="hart": $ hart_dice += 1

if re_roll_dice3==True and dice>=3: $ dice_3 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) $ re_roll_dice3 = False if dice_3=="sword": $ sword_dice += 1 elif dice_3=="combo": $ combo_dice += 1 elif dice_3=="shield": $ shield_dice += 1 elif dice_3=="magic": $ magic_dice += 1 elif dice_3=="talk": $ talk_dice += 1 elif dice_3=="hart": $ hart_dice += 1

if re_roll_dice4==True and dice>=4: $ dice_4 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) $ re_roll_dice4 = False if dice_4=="sword": $ sword_dice += 1 elif dice_1=="combo": $ combo_dice += 1 elif dice_4=="shield": $ shield_dice += 1 elif dice_4=="magic": $ magic_dice += 1 elif dice_4=="talk": $ talk_dice += 1 elif dice_4=="hart": $ hart_dice += 1

if re_roll_dice5==True and dice>=5: $ dice_5 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) $ re_roll_dice5 = False if dice_5=="sword": $ sword_dice += 1 elif dice_5=="combo": $ combo_dice += 1 elif dice_5=="shield": $ shield_dice += 1 elif dice_5=="magic": $ magic_dice += 1 elif dice_5=="talk": $ talk_dice += 1 elif dice_5=="hart": $ hart_dice += 1

if re_roll_dice6==True and dice>=6: $ dice_6 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) $ re_roll_dice6 = False if dice_6=="sword": $ sword_dice += 1 elif dice_6=="combo": $ combo_dice += 1 elif dice_6=="shield": $ shield_dice += 1 elif dice_6=="magic": $ magic_dice += 1 elif dice_6=="talk": $ talk_dice += 1 elif dice_6=="hart": $ hart_dice += 1

if re_roll_dice7==True and dice>=7: $ dice_7 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) $ re_roll_dice7 = False if dice_7=="sword": $ sword_dice += 1 elif dice_7=="combo": $ combo_dice += 1 elif dice_7=="shield": $ shield_dice += 1 elif dice_7=="magic": $ magic_dice += 1 elif dice_7=="talk": $ talk_dice += 1 elif dice_7=="hart": $ hart_dice += 1

call armor_bonuses

return


 * 1) MONSTER DICE POOL ################################################################
 * 1) MONSTER DICE POOL ################################################################
 * 1) MONSTER DICE POOL ################################################################

label monster_dice_pool:

$ sword_monster_dice = 0 $ combo_monster_dice = 0 $ shield_monster_dice = 0 $ magic_monster_dice = 0 $ talk_monster_dice = 0 $ hart_monster_dice = 0

if re_roll_monster_dice1==True: if target_enemie == "slime": $ monster_dice_1 = renpy.random.choice(['sword', 'sword', 'shield', 'pass', 'pass', 'pass']) elif target_enemie == "goblin": $ monster_dice_1 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'pass', 'combo']) $ re_roll_dice1 = False if monster_dice_1=="sword": $ sword_dice += 1 elif monster_dice_1=="combo": $ combo_dice += 1 elif monster_dice_1=="shield": $ shield_dice += 1 elif monster_dice_1=="magic": $ magic_dice += 1 elif monster_dice_1=="hart": $ hart_dice += 1

if re_roll_monster_dice2==True and monster_dice>=2: if target_enemie == "slime": $ monster_dice_2 = renpy.random.choice(['sword', 'sword', 'shield', 'pass', 'pass', 'pass']) elif target_enemie == "goblin": $ monster_dice_2 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'pass', 'combo']) $ re_roll_monster_dice2 = False if monster_dice_2=="sword": $ sword_dice += 1 elif monster_dice_2=="combo": $ combo_dice += 1 elif monster_dice_2=="shield": $ shield_dice += 1 elif monster_dice_2=="magic": $ magic_dice += 1 elif monster_dice_2=="hart": $ hart_dice += 1

if re_roll_monster_dice3==True and monster_dice>=3: if target_enemie == "slime": $ monster_dice_3 = renpy.random.choice(['sword', 'sword', 'shield', 'pass', 'pass', 'pass']) elif target_enemie == "goblin": $ monster_dice_3 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'pass', 'combo']) $ re_roll_monster_dice3 = False if dice_3=="sword": $ sword_dice += 1 elif monster_dice_3=="combo": $ combo_dice += 1 elif monster_dice_3=="shield": $ shield_dice += 1 elif monster_dice_3=="magic": $ magic_dice += 1 elif monster_dice_3=="hart": $ hart_dice += 1

if re_roll_monster_dice4==True and monster_dice>=4: if target_enemie == "slime": $ monster_dice_4 = renpy.random.choice(['sword', 'sword', 'shield', 'pass', 'pass', 'pass']) elif target_enemie == "goblin": $ monster_dice_4 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'pass', 'combo']) $ re_roll_monster_dice4 = False if monster_dice_4=="sword": $ sword_dice += 1 elif monster_dice_1=="combo": $ combo_dice += 1 elif monster_dice_4=="shield": $ shield_dice += 1 elif monster_dice_4=="magic": $ magic_dice += 1 elif monster_dice_4=="hart": $ hart_dice += 1

if re_roll_monster_dice5==True and monster_dice>=5: if target_enemie == "slime": $ monster_dice_5 = renpy.random.choice(['sword', 'sword', 'shield', 'pass', 'pass', 'pass']) elif target_enemie == "goblin": $ monster_dice_5 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'pass', 'combo']) $ re_roll_monster_dice5 = False if monster_dice_5=="sword": $ sword_dice += 1 elif monster_dice_5=="combo": $ combo_dice += 1 elif monster_dice_5=="shield": $ shield_dice += 1 elif monster_dice_5=="magic": $ magic_dice += 1 elif monster_dice_5=="hart": $ hart_dice += 1

if re_roll_monster_dice6==True and monster_dice>=6: if target_enemie == "slime": $ monster_dice_6 = renpy.random.choice(['sword', 'sword', 'shield', 'pass', 'pass', 'pass']) elif target_enemie == "goblin": $ monster_dice_6 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'pass', 'combo']) $ re_roll_monster_dice6 = False if monster_dice_6=="sword": $ sword_dice += 1 elif monster_dice_6=="combo": $ combo_dice += 1 elif monster_dice_6=="shield": $ shield_dice += 1 elif monster_dice_6=="magic": $ magic_dice += 1 elif monster_dice_6=="hart": $ hart_dice += 1

if re_roll_monster_dice7==True and monster_dice>=7: if target_enemie == "slime": $ monster_dice_7 = renpy.random.choice(['sword', 'sword', 'shield', 'pass', 'pass', 'pass']) elif target_enemie == "goblin": $ monster_dice_7 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'pass', 'combo']) $ re_roll_monster_dice7 = False if monster_dice_7=="sword": $ sword_dice += 1 elif monster_dice_7=="combo": $ combo_dice += 1 elif monster_dice_7=="shield": $ shield_dice += 1 elif monster_dice_7=="magic": $ magic_dice += 1 elif monster_dice_7=="hart": $ hart_dice += 1

#call/use monster bonuses

return


 * 1) MONSTER DICE POOL ################################################################
 * 1) MONSTER DICE POOL ################################################################
 * 1) MONSTER DICE POOL ################################################################

label armor_bonuses:

$ magic_dice += 2


 * 1) OTHER STUUUFFFFFF ################################################################
 * 1) OTHER STUUUFFFFFF ################################################################
 * 1) OTHER STUUUFFFFFF ################################################################

$ d20roll = renpy.random.randint(1, 20)

dice_max #set by lvl

dice_left = dice_max

while not dice_left == 0:

# random dice

$items.append(renpy.random.choice(['bannanan', 'Apple', 'mellon']))

if dice = apple:

apple_count += 1

#-=-

#-=-

call armor_bonus

call skill_bonus

dice_left -= 1

call class_options

$ items = []

$ items.append("spaghetti")

$ items.append("spaghetti")

if "spaghetti" in items and "bob" in items and "spaghetti" in items:

"show some test text."

"Sure thing, I have [items] in my backpack."

$ items.remove("spaghetti")

"Sure thing, I have [items] in my backpack."

$ items = []

$ items.append("spaghetti")

$ items.append("spaghetti")

if "spaghetti" in items and "bob" in items and "spaghetti" in items:

"show some test text."

"Sure thing, I have [items] in my backpack."

$ items.remove("spaghetti")

"Sure thing, I have items in my backpack."

$ count = 10

while count > 0:

"T-minus [count]."

$ count -= 1

"Liftoff!"

if move_first=="You": elif move first=="monster":

#- if “apple” in inventory:

#- if “bat” not in inventory:

"..."

if bel == "q1" and if not stabby == "none" and princess == "bob":

"Test box."

if not bel == "bob" and not stabby == "bob" and not princess == "bob":

"Test box."

jump map