Ydice

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 and dice_1_status=="none": if klass=="warrior": $ dice_1 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) if klass=="mage": $ dice_1 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo']) if klass=="cleric": $ dice_1 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart']) if klass=="bard": $ dice_1 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo']) if klass=="rouge": $ dice_1 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', '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 else: pass

if re_roll_dice2==True and dice_2_status=="none": if klass=="warrior": $ dice_2 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) if klass=="mage": $ dice_2 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo']) if klass=="cleric": $ dice_2 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart']) if klass=="bard": $ dice_2 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo']) if klass=="rouge": $ dice_2 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', '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 else: pass if re_roll_dice3==True and dice>2 and dice_3_status=="none": if klass=="warrior": $ dice_3 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) if klass=="mage": $ dice_3 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo']) if klass=="cleric": $ dice_3 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart']) if klass=="bard": $ dice_3 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo']) if klass=="rouge": $ dice_3 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', '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 else: pass if re_roll_dice4==True and dice>3 and dice_4_status=="none": if klass=="warrior": $ dice_4 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) if klass=="mage": $ dice_4 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo']) if klass=="cleric": $ dice_4 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart']) if klass=="bard": $ dice_4 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo']) if klass=="rouge": $ dice_4 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', 'talk', 'combo'])

$ re_roll_dice4 = False if dice_4=="sword": $ sword_dice += 1 elif dice_4=="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 else: pass if re_roll_dice5==True and dice>4 and dice_5_status=="none": if klass=="warrior": $ dice_5 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) if klass=="mage": $ dice_5 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo']) if klass=="cleric": $ dice_5 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart']) if klass=="bard": $ dice_5 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo']) if klass=="rouge": $ dice_5 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', '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 else: pass if re_roll_dice6==True and dice>5 and dice_6_status=="none": if klass=="warrior": $ dice_6 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) if klass=="mage": $ dice_6 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo']) if klass=="cleric": $ dice_6 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart']) if klass=="bard": $ dice_6 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo']) if klass=="rouge": $ dice_6 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', '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 else: pass if re_roll_dice7==True and dice==7 and dice_7_status=="none": if klass=="warrior": $ dice_7 = renpy.random.choice(['sword', 'sword', 'shield', 'shield', 'talk', 'combo']) if klass=="mage": $ dice_7 = renpy.random.choice(['sword', 'magic', 'magic', 'shield', 'talk', 'combo']) if klass=="cleric": $ dice_7 = renpy.random.choice(['sword', 'magic', 'shield', 'hart', 'talk', 'hart']) if klass=="bard": $ dice_7 = renpy.random.choice(['sword', 'magic', 'talk', 'shield', 'talk', 'combo']) if klass=="rouge": $ dice_7 = renpy.random.choice(['sword', 'magic', 'shield', 'combo', '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 else: pass call show_dice #call armor_bonuses

return

label remove_dice_used:

if dice_1 == dice_remove and not dice_used==0: $ dice_1 = "used" $ dice_1_status = "used" $ dice_used -= 1 if dice_2 == dice_remove and not dice_used==0: $ dice_2 = "used" $ dice_2_status = "used" $ dice_used -= 1 if dice_3 == dice_remove and not dice_used==0: $ dice_3 = "used" $ dice_3_status = "used" $ dice_used -= 1 if dice_4 == dice_remove and not dice_used==0: $ dice_4 = "used" $ dice_4_status = "used" $ dice_used -= 1 if dice_5 == dice_remove and not dice_used==0: $ dice_5 = "used" $ dice_5_status = "used" $ dice_used -= 1 if dice_6 == dice_remove and not dice_used==0: $ dice_6 = "used" $ dice_6_status = "used" $ dice_used -= 1 if dice_7 == dice_remove and not dice_used==0: $ dice_7 = "used" $ dice_7_status = "used" $ dice_used -= 1

return

label update_dice:

if dice_1_status == "stunned 3": $ dice_1 = "stunned 2" $ dice_1_status = "stunned 2" elif dice_1_status == "stunned 2": $ dice_1 = "stunned 1" $ dice_1_status = "stunned 1" elif dice_1_status == "stunned 1": $ dice_1 = "none" $ dice_1_status = "none" elif dice_1_status == "used": $ dice_1 = "none" $ dice_1_status = "none" else: pass if dice_2_status == "stunned 3": $ dice_2 = "stunned 2" $ dice_2_status = "stunned 2" elif dice_2_status == "stunned 2": $ dice_2 = "stunned 1" $ dice_2_status = "stunned 1" elif dice_2_status == "stunned 1": $ dice_2 = "none" $ dice_2_status = "none" elif dice_2_status == "used": $ dice_2 = "none" $ dice_2_status = "none" else: pass

if dice_3_status == "stunned 3": $ dice_3 = "stunned 2" $ dice_3_status = "stunned 2" elif dice_3_status == "stunned 2": $ dice_3 = "stunned 1" $ dice_3_status = "stunned 1" elif dice_3_status == "stunned 1": $ dice_3 = "none" $ dice_3_status = "none" elif dice_3_status == "used": $ dice_3 = "none" $ dice_3_status = "none" else: pass

if dice_4_status == "stunned 3": $ dice_4 = "stunned 2" $ dice_4_status = "stunned 2" elif dice_4_status == "stunned 2": $ dice_4 = "stunned 1" $ dice_4_status = "stunned 1" elif dice_4_status == "stunned 1": $ dice_4 = "none" $ dice_4_status = "none" elif dice_4_status == "used": $ dice_4 = "none" $ dice_4_status = "none" else: pass

if dice_5_status == "stunned 3": $ dice_5 = "stunned 2" $ dice_5_status = "stunned 2" elif dice_5_status == "stunned 2": $ dice_5 = "stunned 1" $ dice_5_status = "stunned 1" elif dice_5_status == "stunned 1": $ dice_5 = "none" $ dice_5_status = "none" elif dice_5_status == "used": $ dice_5 = "none" $ dice_5_status = "none" else: pass

if dice_6_status == "stunned 3": $ dice_6 = "stunned 2" $ dice_6_status = "stunned 2" elif dice_6_status == "stunned 2": $ dice_6 = "stunned 1" $ dice_6_status = "stunned 1" elif dice_6_status == "stunned 1": $ dice_6 = "none" $ dice_6_status = "none" elif dice_6_status == "used": $ dice_6 = "none" $ dice_6_status = "none" else: pass

if dice_7_status == "stunned 3": $ dice_7 = "stunned 2" $ dice_7_status = "stunned 2" elif dice_7_status == "stunned 2": $ dice_7 = "stunned 1" $ dice_7_status = "stunned 1" elif dice_7_status == "stunned 1": $ dice_7 = "none" $ dice_7_status = "none" elif dice_7_status == "used": $ dice_7 = "none" $ dice_7_status = "none" else: pass

return label stun_monster: if monster_dice_1_status=="none" or monster_dice_1_status=="used": $ monster_dice_1_status = renpy.random.choice(['stunned 2', 'stunned 3']) elif monster_dice_2_status=="none" or monster_dice_2_status=="used": $ monster_dice_2_status = renpy.random.choice(['stunned 2', 'stunned 3']) elif monster_dice_3_status=="none" or monster_dice_3_status=="used": $ monster_dice_3_status = renpy.random.choice(['stunned 2', 'stunned 3']) elif monster_dice_4_status=="none" or monster_dice_4_status=="used": $ monster_dice_4_status = renpy.random.choice(['stunned 2', 'stunned 3']) elif monster_dice_5_status=="none" or monster_dice_5_status=="used": $ monster_dice_5_status = renpy.random.choice(['stunned 2', 'stunned 3']) elif monster_dice_6_status=="none" or monster_dice_6_status=="used": $ monster_dice_6_status = renpy.random.choice(['stunned 2', 'stunned 3']) elif monster_dice_7_status=="none" or monster_dice_6_status=="used": $ monster_dice_7_status = renpy.random.choice(['stunned 2', 'stunned 3']) else: pass return label update_status_turnend:

$ status_dice_check = renpy.random.randint(1, 4)

if player_status == "none": pass elif player_status == "poison": "You are poisoned, you take 20 damage." $ HP -= 20 if HP<0: jump game_over else: pass

elif player_status == "burned": if status_dice_check == 4: "You put out the fire." $ player_status = "none" else: "You are burnt and take 30 damage!" $ HP -= 30 if HP<0: jump game_over else: pass else: pass

return label update_status_turnsta:

$ status_dice_check = renpy.random.randint(1, 4)

if player_status == "none": pass elif player_status == "paralyzed": if status_dice_check<=3: "You are paralyzed and is unable to move this turn." $ player_turn = "monster" else: pass

elif player_status == "charmed": if status_dice_check == 4: "You are charmed and therefor hit yourself." $ HP -= 10 if HP<0: jump game_over else: pass $ player_turn = "monster" elif status_dice_check>2: "You are charmed and is unable to move this turn." $ player_turn = "monster" else: pass elif player_status == "Confused": if status_dice_check<=3: "You are confused and therfor hit yourslef." $ HP -= 10 if HP<0: jump game_over else: pass $ player_turn = "monster" else: pass else: pass return