· 5 years ago · Mar 09, 2020, 05:26 AM
1"Fire Emblem on Forum Calculator" by notquitethere
2
3[OUTSTANDING TASKS FOR V1
4
5
6TASKS FOR V2
7- allow creation + editing of weapons
8- fix bug which increases damage displayed weirdly.
9- reapply optional eva
10- Weapon QL and degradation
11- Basic classes
12- Proficiency ranks
13- Levelling
14- Healing
15- Special weapons
16-- - Effective weapon damage
17-- - draining effects
18-- - resetting resolve checks after successful draining
19
20
21TASKS FOR V3
22- Advanced classes
23- class skills
24- making the battle calculator not have excessive blank lines
25]
26
27The story headline is "a tool".
28The release number is 1.
29
30Include Inline Hyperlinks by Daniel Stelzer.
31
32Part 0 - The Main Menu
33
34Main menu is a room. "[link][bracket]N[close bracket]ew character[as]N[end link][line break]
35[link][bracket]E[close bracket]dit/View Party[as]E[end link][line break]
36[link][bracket]B[close bracket]attle characters[as]S[end link][line break]
37[link][bracket]W[close bracket]eapon creation[as]W[end link][line break]
38
39[link]Save[end link][line break][link]Restore[end link][line break][link]Quit[end link]"
40
41Understand "b" as south when the location is main menu.
42
43Part 1 - Character Creation
44
45Current name is a text that varies. The current name is "NEW CHARACTER".
46current hp is a number which varies. current hp is 0.
47current str is a number which varies. current str is 0.
48current mag is a number which varies. current mag is 0.
49current skl is a number which varies. current skl is 0.
50current luk is a number which varies. current luk is 0.
51current def is a number which varies. current def is 0.
52current res is a number which varies. current res is 0.
53current spd is a number which varies. current spd is 0.
54current con is a number which varies. current con is 0.
55current aid is a number which varies. current aid is 0.
56current mov is a number which varies. current mov is 0.
57current level is a number which varies. current level is 1.
58max hp is a number which varies. Max hp is 0.
59hp prog is a number which varies. hp prog is 0.
60str prog is a number which varies. str prog is 0.
61mag prog is a number which varies. mag prog is 0.
62skl prog is a number which varies. skl prog is 0.
63luk prog is a number which varies. luk prog is 0.
64def prog is a number which varies. def prog is 0.
65res prog is a number which varies. res prog is 0.
66spd prog is a number which varies. spd prog is 0.
67con prog is a number which varies. con prog is 0.
68aid prog is a number which varies. aid prog is 0.
69mov prog is a number which varies. mov prog is 0.
70current class is a text which varies. Current class is "NONE".
71current stats is a number which varies. Current stats is 0.
72progression is a number which varies. Progression is 0.
73current skill is a text which varies. current skill is "NONE".
74Advanced is a truth state that varies. Advanced is false.
75current weapon is a text which varies. current weapon is "NONE".
76current mount is a text which varies. current mount is "NONE".
77tier is a number which varies. tier is 1.
78
79North of the main menu is Create a Character. The description of Create a Character is " Name: [current name][line break]
80Class: [current class][line break]
81Level: [current level][line break]
82Skill: [current skill][line break]
83Weapon: [current weapon][line break][ride]
84[link]HP[end link] [current hp] [link][bracket][hp prog]%[close bracket][as]HPup[end link][line break]
85[link]STR[end link] [current str] [link][bracket][str prog]%[close bracket][as]STRup[end link][line break]
86[link]MAG[end link] [current mag] [link][bracket][mag prog]%[close bracket][as]MAGup[end link][line break]
87[link]SKL[end link] [current skl] [link][bracket][skl prog]%[close bracket][as]SKLup[end link][line break]
88[link]LUK[end link] [current luk] [link][bracket][luk prog]%[close bracket][as]LUKup[end link][line break]
89[link]DEF[end link] [current def] [link][bracket][def prog]%[close bracket][as]DEFup[end link][line break]
90[link]RES[end link] [current res] [link][bracket][res prog]%[close bracket][as]RESup[end link][line break]
91[link]SPD[end link] [current spd] [link][bracket][spd prog]%[close bracket][as]SPDup[end link][celeriac][paragraph break]
92[link]CON[end link] [current con][line break]
93AID: [current aid][line break]
94MOV: [current mov][line break]
95
96Progression Spent: [progression]/330[line break]
97Bonus stats: [current stats]/4
98
99Type HELP for a list of commands and tips.
100
101[character creation options]
102[link]Use an existing template[as]x enemies[end link][line break]
103[link]Set current skills[as]x current skills[end link][line break]
104[link]Set weapon/magic/performance/mount[as]x weapons[end link][line break]
105[link][bracket]S[close bracket]ave character[as]S[end link][line break]
106[link][bracket]U[close bracket]ndo all progress and start fresh[as]u[end link][line break]
107[link][bracket]D[close bracket]iscard changes and return to menu[as]D[end link]".
108
109Down from Create a Character is Main Menu.
110
111Before going down from Create a Character:
112 reset all the stats;
113 say "All changes discarded".
114
115Before examining weapons:
116 if current class is "NONE":
117 say "Pick a class first." instead.
118
119Section - Weapons
120
121Weapons are scenery in create a character. The description of weapons is "[weapon listing]".
122
123To say weapon listing:
124 if current class is "Mage Pupil":
125 say "[link]Fire[as]x fire[end link] or [link]Wind[as]x wind[end link].";
126 if current class is "Scout":
127 say "You get a [link]bow[as]x bow[end link].";
128 if current class is "Dark Trainee":
129 say "[link]Flux[as]x flux[end link] or [link]Worm[as]x worm[end link].";
130 if current class is "Journeyman":
131 say "You get an [link]hatchet[as]x hatchet[end link].";
132 if current class is "Light Trainee":
133 say "[link]Lightning[as]x Lightning[end link] or [link]Flash[as]x flash[end link].";
134 if current class is "Performer":
135 say "Lyrics:[line break][link]Lucky Stars[as]x lucky stars[end link][line break][link]Artemis['] Song[as]x artemis song[end link][line break][link]Hermes['] Whistle[as]x hermes whistle[end link]
136
137Dances:[line break][link]Surprising Shimmy[as]x surprising shimmy[end link][line break][link]Distracting Dance[as]x distracting dance[end link]
138
139Instruments:[line break][link]Soldier's Drum[as]x soldier's drum[end link][line break][link]Soldier's Drum[as]x charming flute[end link].";
140 if current class is "Acolyte":
141 say "You get [link]heal[as]x heal[end link].";
142 if current class is "Rider":
143 say "You get a slim lance, and you have to pick one of: [link]Horse[as]x horse[end link] or [link]Wyvern[as]x Wyvern[end link] or [link]Pegasus[as]x pegasus[end link].";
144 if current class is "Recruit":
145 say "You get a [link]slim lance[as]x slim lance[end link]";
146 if current class is "Initiate":
147 say "[link]Wooden Sword[as]x wooden sword[end link] or [link]Slim Sword[as]x slim sword[end link].";
148 if current class is "Drifter":
149 say "[link]Iron Dagger[as]x iron dagger[end link] or [link]Iron Knife[as]x iron knife[end link].".
150
151Fire is scenery in create a character. "You pick the fire.".
152Wind is scenery in create a character. "You pick the wind.".
153Training Bow is scenery in create a character. "You pick the training bow.".
154Flux is scenery in create a character. "You pick the flux.".
155Worm is scenery in create a character. "You pick the worm.".
156Hatchet is scenery in create a character. "You pick the hatchet.".
157Lightning is scenery in create a character. "You pick lightning.".
158Flash is scenery in create a character. "You pick flash.".
159Lucky Stars is scenery in create a character. "You pick lucky stars.".
160Artemis Song is scenery in create a character. "You pick artemis song.".
161Hermes Whistle is scenery in create a character. "You pick hermes whistle.".
162Surprising Shimmy is scenery in create a character. "You pick the surprising shimmy.".
163Distracting Dance is scenery in create a character. "You pick the distracting dance.".
164Soldier's Drum is scenery in create a character. "You pick the soldier's drum.".
165Charming Flute is scenery in create a character. "You pick the charming flute.".
166Heal is scenery in create a character. "You pick heal.".
167Horse is scenery in create a character. "You pick the horse.".
168Wyvern is scenery in create a character. "You pick the wyvern.".
169Pegasus is scenery in create a character. "You pick the pegasus.".
170Slim Lance is scenery in create a character. "You pick the slim lance.".
171Wooden Sword is scenery in create a character. "You pick the wooden sword.".
172Slim Sword is scenery in create a character. "You pick the slim sword.".
173Iron Dagger is scenery in create a character. "You pick the iron dagger.".
174Iron Knife is scenery in create a character. "You pick the iron knife.".
175
176To say character creation options:
177 if tier is 1:
178 say "[link]Set trainee class[as]x trainees[end link][line break]";
179 [if current class is not "NONE":
180 say "[link]Set First Class[as]x First Classes[end link][line break]";]
181
182
183After examining the fire:
184 now the current weapon is "Fire";
185 try looking.
186After examining the wind:
187 now the current weapon is "Wind";
188 try looking.
189After examining the training bow:
190 now the current weapon is "Training Bow";
191 try looking.
192After examining the flux:
193 now the current weapon is "Flux";
194 try looking.
195After examining the worm:
196 now the current weapon is "Worm";
197 try looking.
198After examining the hatchet:
199 now the current weapon is "Hatchet";
200 try looking.
201After examining the lightning:
202 now the current weapon is "Lightning";
203 try looking.
204After examining the flash:
205 now the current weapon is "Flash";
206 try looking.
207After examining the lucky stars:
208 now the current weapon is "Lucky Stars";
209 try looking.
210After examining the artemis song:
211 now the current weapon is "Artemis Song";
212 try looking.
213After examining the hermes whistle:
214 now the current weapon is "Hermes Whistle";
215 try looking.
216After examining the surprising shimmy:
217 now the current weapon is "Surprising Shimmy";
218 try looking.
219After examining the distracting dance:
220 now the current weapon is "Distracting Dance";
221 try looking.
222After examining the soldier's drum:
223 now the current weapon is "Soldier's Drum";
224 try looking.
225After examining the charming flute:
226 now the current weapon is "Charming Flute";
227 try looking.
228After examining the heal:
229 now the current weapon is "Heal";
230 try looking.
231After examining the horse:
232 now the current mount is "Horse";
233 now the current weapon is "Slim Lance";
234 try looking.
235After examining the wyvern:
236 now the current mount is "Wyvern";
237 now the current weapon is "Slim lance";
238 try looking.
239After examining the pegasus:
240 now the current mount is "Pegasus";
241 now the current weapon is "Slim Lance";
242 try looking.
243After examining the slim lance:
244 now the current weapon is "Slim Lance";
245 try looking.
246After examining the wooden sword:
247 now the current weapon is "Wooden Sword";
248 try looking.
249After examining the slim sword:
250 now the current weapon is "Slim Sword";
251 try looking.
252After examining the iron dagger:
253 now the current weapon is "Iron Dagger";
254 try looking.
255After examining the iron knife:
256 now the current weapon is "Iron Knife";
257 try looking.
258
259
260To say ride:
261 if current class is "Rider":
262 say "[line break]Mount: [current mount][line break]".
263
264Instead of going up when the location is Create a character:
265 reset all the stats;
266 try looking.
267
268To reset all the stats:
269 now current weapon is "NONE";
270 now current mount is "NONE";
271 now current name is "NEW CHARACTER";
272 now current class is "NONE";
273 now current skill is "NONE";
274 now advanced is false;
275 now current hp is 0;
276 now current str is 0;
277 now current mag is 0;
278 now current skl is 0;
279 now current luk is 0;
280 now current def is 0;
281 now current res is 0;
282 now current spd is 0;
283 now current con is 0;
284 now current aid is 0;
285 now current mov is 0;
286 now current stats is 0;
287 now progression is 0;
288 now hp prog is 0;
289 now str prog is 0;
290 now mag prog is 0;
291 now skl prog is 0;
292 now luk prog is 0;
293 now def prog is 0;
294 now res prog is 0;
295 now spd prog is 0;
296 now con prog is 0;
297 now aid prog is 0;
298 now mov prog is 0;
299 now max hp is 0.
300
301Naming is an action applying to one topic. Understand "name [text]" as naming.
302
303Check naming:
304 if the location is not Create a Character and the location is not Weapon Editor and the location is not character editor:
305 say "You can't name things here." instead.
306
307Carry out naming:
308 now current name is the topic understood;
309 try looking.
310
311HPing is an action applying to nothing. Understand "HP" as HPing.
312
313Check HPing:
314 if current stats is 4:
315 say "You've reached your limit for increasing stats." instead;
316 if the location is not Create a Character:
317 say "You can't do that here." instead.
318
319Carry out HPing:
320 increase current hp by 2;
321 increase current stats by 1;
322 try looking.
323
324STRing is an action applying to nothing. Understand "STR" as STRing.
325
326Check STRing:
327 if current stats is 4:
328 say "You've reached your limit for increasing stats." instead;
329 if the location is not Create a Character:
330 say "You can't do that here." instead.
331
332Carry out STRing:
333 increase current STR by 1;
334 increase current stats by 1;
335 try looking.
336
337MAGing is an action applying to nothing. Understand "MAG" as MAGing.
338
339Check MAGing:
340 if current stats is 4:
341 say "You've reached your limit for increasing stats." instead;
342 if the location is not Create a Character:
343 say "You can't do that here." instead.
344
345Carry out MAGing:
346 increase current MAG by 1;
347 increase current stats by 1;
348 try looking.
349
350SKLing is an action applying to nothing. Understand "SKL" as SKLing.
351
352Check SKLing:
353 if current stats is 4:
354 say "You've reached your limit for increasing stats." instead;
355 if the location is not Create a Character:
356 say "You can't do that here." instead.
357
358Carry out SKLing:
359 increase current SKL by 1;
360 increase current stats by 1;
361 try looking.
362
363LUKing is an action applying to nothing. Understand "LUK" as LUKing.
364
365Check LUKing:
366 if current stats is 4:
367 say "You've reached your limit for increasing stats." instead;
368 if the location is not Create a Character:
369 say "You can't do that here." instead.
370
371Carry out LUKing:
372 increase current LUK by 1;
373 increase current stats by 1;
374 try looking.
375
376DEFing is an action applying to nothing. Understand "DEF" as DEFing.
377
378Check DEFing:
379 if current stats is 4:
380 say "You've reached your limit for increasing stats." instead;
381 if the location is not Create a Character:
382 say "You can't do that here." instead.
383
384Carry out DEFing:
385 increase current DEF by 1;
386 increase current stats by 1;
387 try looking.
388
389RESing is an action applying to nothing. Understand "RES" as RESing.
390
391Check RESing:
392 if current stats is 4:
393 say "You've reached your limit for increasing stats." instead;
394 if the location is not Create a Character:
395 say "You can't do that here." instead.
396
397Carry out RESing:
398 increase current RES by 1;
399 increase current stats by 1;
400 try looking.
401
402SPDing is an action applying to nothing. Understand "SPD" as SPDing.
403
404Check SPDing:
405 if current stats is 4:
406 say "You've reached your limit for increasing stats." instead;
407 if the location is not Create a Character:
408 say "You can't do that here." instead.
409
410Carry out SPDing:
411 increase current SPD by 1;
412 increase current stats by 1;
413 try looking.
414
415CONing is an action applying to nothing. Understand "CON" as CONing.
416
417Check CONing:
418 if current stats is 4:
419 say "You've reached your limit for increasing stats." instead;
420 if the location is not Create a Character:
421 say "You can't do that here." instead.
422
423Carry out CONing:
424 increase current CON by 1;
425 increase current stats by 1;
426 try looking.
427
428HPuping is an action applying to nothing. Understand "HPup" as HPuping.
429STRuping is an action applying to nothing. Understand "STRup" as STRuping.
430MAGuping is an action applying to nothing. Understand "MAGup" as MAGuping.
431SKLuping is an action applying to nothing. Understand "SKLup" as SKLuping.
432LUKuping is an action applying to nothing. Understand "LUKup" as LUKuping.
433DEFuping is an action applying to nothing. Understand "DEFup" as DEFuping.
434RESuping is an action applying to nothing. Understand "RESup" as RESuping.
435SPDuping is an action applying to nothing. Understand "SPDup" as SPDuping.
436
437Check HPuping:
438 if the location is not Create a Character:
439 say "You can't do that here." instead;
440 if progression is 330:
441 say "You've maxed your progression budget already." instead.
442
443Carry out HPuping:
444 if highprog is true:
445 increase hp prog by 5;
446 increase hp prog by 5;
447 if highprog is true:
448 increase progression by 5;
449 increase progression by 5;
450 try looking.
451
452
453Check STRuping:
454 if the location is not Create a Character:
455 say "You can't do that here." instead;
456 if progression is 330:
457 say "You've maxed your progression budget already." instead.
458
459Carry out STRuping:
460 if highprog is true:
461 increase STR prog by 5;
462 increase STR prog by 5;
463 if highprog is true:
464 increase progression by 5;
465 increase progression by 5;
466 try looking.
467
468
469Check MAGuping:
470 if the location is not Create a Character:
471 say "You can't do that here." instead;
472 if progression is 330:
473 say "You've maxed your progression budget already." instead.
474
475Carry out MAGuping:
476 if highprog is true:
477 increase MAG prog by 5;
478 increase MAG prog by 5;
479 if highprog is true:
480 increase progression by 5;
481 increase progression by 5;
482 try looking.
483
484
485Check SKLuping:
486 if the location is not Create a Character:
487 say "You can't do that here." instead;
488 if progression is 330:
489 say "You've maxed your progression budget already." instead.
490
491Carry out SKLuping:
492 if highprog is true:
493 increase SKL prog by 5;
494 increase SKL prog by 5;
495 if highprog is true:
496 increase progression by 5;
497 increase progression by 5;
498 try looking.
499
500
501Check LUKuping:
502 if the location is not Create a Character:
503 say "You can't do that here." instead;
504 if progression is 330:
505 say "You've maxed your progression budget already." instead.
506
507Carry out LUKuping:
508 if highprog is true:
509 increase LUK prog by 5;
510 increase LUK prog by 5;
511 if highprog is true:
512 increase progression by 5;
513 increase progression by 5;
514 try looking.
515
516
517Check DEFuping:
518 if the location is not Create a Character:
519 say "You can't do that here." instead;
520 if progression is 330:
521 say "You've maxed your progression budget already." instead.
522
523Carry out DEFuping:
524 if highprog is true:
525 increase DEF prog by 5;
526 increase DEF prog by 5;
527 if highprog is true:
528 increase progression by 5;
529 increase progression by 5;
530 try looking.
531
532
533Check RESuping:
534 if the location is not Create a Character:
535 say "You can't do that here." instead;
536 if progression is 330:
537 say "You've maxed your progression budget already." instead.
538
539Carry out RESuping:
540 if highprog is true:
541 increase RES prog by 5;
542 increase RES prog by 5;
543 if highprog is true:
544 increase progression by 5;
545 increase progression by 5;
546 try looking.
547
548
549Check SPDuping:
550 if the location is not Create a Character:
551 say "You can't do that here." instead;
552 if progression is 330:
553 say "You've maxed your progression budget already." instead.
554
555Carry out SPDuping:
556 if highprog is true:
557 increase SPD prog by 5;
558 increase SPD prog by 5;
559 if highprog is true:
560 increase progression by 5;
561 increase progression by 5;
562 try looking.
563
564The trainees are scenery in create a character. "
565[link]Mage Pupil[as]x Mage Pupil[end link][line break]
566[link]Scout[as]x Scout[end link][line break]
567[link]Dark Trainee[as]x Dark Trainee[end link][line break]
568[link]Journeyman[as]x Journeyman[end link][line break]
569[link]Light Trainee[as]x Light Trainee[end link][line break]
570[link]Performer[as]x Performer[end link][line break]
571[link]Acolyte[as]x Acolyte[end link][line break]
572[link]Rider[as]x Rider[end link][line break]
573[link]Recruit[as]x Recruit[end link][line break]
574[link]Initiate[as]x Initiate[end link][line break]
575[link]Drifter[as]x Drifter[end link][line break]".
576
577The first classes are scenery in create a character.
578
579Advanced class is a kind of thing. An advanced class is usually scenery.
580
581Mage Pupil is scenery in Create a Character. "Character class now Mage Pupil".
582Scout is scenery in Create a Character. "Character class now Scout".
583Dark Trainee is scenery in Create a Character. "Character class now Dark Trainee".
584Journeyman is scenery in Create a Character. "Character class now Journeyman".
585Light Trainee is scenery in Create a Character. "Character class now Light Trainee".
586Performer is scenery in Create a Character. "Character class now Performer".
587Acolyte is scenery in Create a Character. "Character class now Acolyte".
588Rider is scenery in Create a Character. "Character class now Rider".
589Recruit is scenery in Create a Character. "Character class now Recruit".
590Initiate is scenery in Create a Character. "Character class now Initiate".
591Drifter is scenery in Create a Character. "Character class now Drifter".
592
593Full Mage is an advanced class in Create a Character. "Character class now Mage."
594Mage Knight is an advanced class in Create a Character. "Character class now Mage Knight."
595Sage is an advanced class in Create a Character. "Character class now Sage."
596Scholar is an advanced class in Create a Character. "Character class now Scholar."
597Virtuoso is an advanced class in Create a Character. "Character class now Virtuoso."
598Baron is an advanced class in Create a Character. "Character class now Baron."
599Tactician is an advanced class in Create a Character. "Character class now Tactician."
600Archer is an advanced class in Create a Character. "Character class now Archer."
601Sniper is an advanced class in Create a Character. "Character class now Sniper."
602Nomad is an advanced class in Create a Character. "Character class now Nomad."
603Nomad Healer is an advanced class in Create a Character. "Character class now Nomad Healer."
604Nomad Ranger is an advanced class in Create a Character. "Character class now Nomad Ranger."
605Outlaw is an advanced class in Create a Character. "Character class now Outlaw."
606Shaman is an advanced class in Create a Character. "Character class now Shaman."
607Druid is an advanced class in Create a Character. "Character class now Druid."
608Summoner is an advanced class in Create a Character. "Character class now Summoner."
609Necromancer is an advanced class in Create a Character. "Character class now Necromancer."
610Dark Rider is an advanced class in Create a Character. "Character class now Dark Rider."
611Fighter is an advanced class in Create a Character. "Character class now Fighter."
612Dread Fighter is an advanced class in Create a Character. "Character class now Dread Fighter."
613Warrior is an advanced class in Create a Character. "Character class now Warrior."
614Bandit is an advanced class in Create a Character. "Character class now Bandit."
615Mountain Warrior is an advanced class in Create a Character. "Character class now Mountain Warrior."
616Berserker is an advanced class in Create a Character. "Character class now Berserker."
617Pirate is an advanced class in Create a Character. "Character class now Pirate."
618Swashbuckler is an advanced class in Create a Character. "Character class now Swashbuckler."
619Ascetic is an advanced class in Create a Character. "Character class now Ascetic."
620Crusader is an advanced class in Create a Character. "Character class now Crusader."
621Inquisitor is an advanced class in Create a Character. "Character class now Inquisitor."
622Monk is an advanced class in Create a Character. "Character class now Monk."
623Bishop is an advanced class in Create a Character. "Character class now Bishop."
624Hunter is an advanced class in Create a Character. "Character class now Hunter."
625Battle Mage is an advanced class in Create a Character. "Character class now Battle Mage."
626Holy-Guard is an advanced class in Create a Character. "Character class now Holy Guard."
627Bard is an advanced class in Create a Character. "Character class now Bard."
628Lore Master is an advanced class in Create a Character. "Character class now Lore Master."
629Enchanter is an advanced class in Create a Character. "Character class now Enchanter."
630Trickster is an advanced class in Create a Character. "Character class now Trickster."
631Illusionist is an advanced class in Create a Character. "Character class now Illusionist."
632Dancer is an advanced class in Create a Character. "Character class now Dancer ."
633Dancing Blade is an advanced class in Create a Character. "Character class now Dancing Blade."
634Trouper is an advanced class in Create a Character. "Character class now Trouper."
635Butler is an advanced class in Create a Character. "Character class now Butler."
636Bodyguard is an advanced class in Create a Character. "Character class now Bodyguard."
637Steward is an advanced class in Create a Character. "Character class now Steward."
638Priest is an advanced class in Create a Character. "Character class now Priest."
639Saint is an advanced class in Create a Character. "Character class now Saint."
640Troubadour is an advanced class in Create a Character. "Character class now Troubadour."
641Valkyrie is an advanced class in Create a Character. "Character class now Valkyrie."
642Pegasus Rider is an advanced class in Create a Character. "Character class now Pegasus Rider."
643Falcon Knight is an advanced class in Create a Character. "Character class now Falcon Knight."
644Wyvern Rider is an advanced class in Create a Character. "Character class now Wyvern Rider."
645Wyvern Hunter is an advanced class in Create a Character. "Character class now Wyvern Hunter."
646Wyvern Knight is an advanced class in Create a Character. "Character class now Wyvern Knight."
647Cavalier is an advanced class in Create a Character. "Character class now Cavalier."
648Duke Knight is an advanced class in Create a Character. "Character class now Duke Knight."
649Paladin is an advanced class in Create a Character. "Character class now Paladin."
650Vanilla Knight is an advanced class in Create a Character. "Character class now Knight."
651General is an advanced class in Create a Character. "Character class now General."
652Great Knight is an advanced class in Create a Character. "Character class now Great Knight."
653Soldier is an advanced class in Create a Character. "Character class now Soldier."
654Sentinel is an advanced class in Create a Character. "Character class now Sentinel."
655Templar is an advanced class in Create a Character. "Character class now Templar."
656Fencer is an advanced class in Create a Character. "Character class now Fencer."
657Shadow Sword is an advanced class in Create a Character. "Character class now Shadow Sword."
658Mercenary is an advanced class in Create a Character. "Character class now Mercenary."
659Commander is an advanced class in Create a Character. "Character class now Commander."
660Hero is an advanced class in Create a Character. "Character class now Hero."
661Myrmidon is an advanced class in Create a Character. "Character class now Myrmidon."
662Samurai is an advanced class in Create a Character. "Character class now Samurai."
663Swordmaster is an advanced class in Create a Character. "Character class now Swordmaster."
664Scavenger is an advanced class in Create a Character. "Character class now Scavenger."
665Wanderer is an advanced class in Create a Character. "Character class now Wanderer."
666Bounty Hunter is an advanced class in Create a Character. "Character class now Bounty Hunter."
667Thief is an advanced class in Create a Character. "Character class now Thief."
668Rogue is an advanced class in Create a Character. "Character class now Rogue."
669Assassin is an advanced class in Create a Character. "Character class now Assassin."
670Vigilante is an advanced class in Create a Character. "Character class now Vigilante."
671
672[To fix up later: Leading to relates various things to various things. The verb to lead to means the leading to relation.
673
674The performer leads to the bard.
675
676Before examining an advanced class in create a character:
677]
678
679After examining Mage Pupil:
680 now current stats is 0;
681 now current class is "Mage Pupil";
682 now current hp is 16;
683 now current str is 0;
684 now current mag is 4;
685 now current skl is 5;
686 now current luk is 2;
687 now current def is 0;
688 now current res is 3;
689 now current spd is 4;
690 now current con is 4;
691 now current aid is 3;
692 now current mov is 4;
693 try looking.
694
695After examining Scout:
696 now current stats is 0;
697 now current class is "Scout";
698 now current hp is 16;
699 now current str is 4;
700 now current mag is 0;
701 now current skl is 5;
702 now current luk is 2;
703 now current def is 2;
704 now current res is 1;
705 now current spd is 4;
706 now current con is 4;
707 now current aid is 3;
708 now current mov is 4;
709 try looking.
710
711After examining Dark Trainee:
712 now current stats is 0;
713 now current class is "Dark Trainee";
714 now current hp is 18;
715 now current str is 0;
716 now current mag is 5;
717 now current skl is 5;
718 now current luk is 0;
719 now current def is 0;
720 now current res is 3;
721 now current spd is 3;
722 now current con is 5;
723 now current aid is 4;
724 now current mov is 4;
725 try looking.
726
727After examining Journeyman:
728 now current stats is 0;
729 now current class is "Journeyman";
730 now current hp is 20;
731 now current str is 6;
732 now current mag is 0;
733 now current skl is 2;
734 now current luk is 1;
735 now current def is 3;
736 now current res is 0;
737 now current spd is 2;
738 now current con is 6;
739 now current aid is 5;
740 now current mov is 4;
741 try looking.
742
743
744After examining Light Trainee:
745 now current stats is 0;
746 now current class is "Light Trainee";
747 now current hp is 16;
748 now current str is 0;
749 now current mag is 4;
750 now current skl is 3;
751 now current luk is 3;
752 now current def is 1;
753 now current res is 4;
754 now current spd is 3;
755 now current con is 4;
756 now current aid is 3;
757 now current mov is 4;
758 try looking.
759
760After examining Performer:
761 now current stats is 0;
762 now current class is "Performer";
763 now current hp is 16;
764 now current str is 2;
765 now current mag is 2;
766 now current skl is 2;
767 now current luk is 5;
768 now current def is 1;
769 now current res is 2;
770 now current spd is 5;
771 now current con is 3;
772 now current aid is 2;
773 now current mov is 4;
774 try looking.
775
776After examining Acolyte:
777 now current stats is 0;
778 now current class is "Acolyte";
779 now current hp is 16;
780 now current str is 2;
781 now current mag is 3;
782 now current skl is 1;
783 now current luk is 4;
784 now current def is 1;
785 now current res is 4;
786 now current spd is 4;
787 now current con is 3;
788 now current aid is 2;
789 now current mov is 4;
790 try looking.
791
792After examining Rider:
793 now current stats is 0;
794 now current class is "Rider";
795 now current hp is 18;
796 now current str is 4;
797 now current mag is 0;
798 now current skl is 4;
799 now current luk is 1;
800 now current def is 3;
801 now current res is 1;
802 now current spd is 3;
803 now current con is 5;
804 now current aid is 4;
805 now current mov is 4;
806 try looking.
807
808After examining Recruit:
809 now current stats is 0;
810 now current class is "Recruit";
811 now current hp is 10;
812 now current str is 4;
813 now current mag is 0;
814 now current skl is 3;
815 now current luk is 1;
816 now current def is 5;
817 now current res is 0;
818 now current spd is 2;
819 now current con is 5;
820 now current aid is 4;
821 now current mov is 4;
822 try looking.
823
824After examining Initiate:
825 now current stats is 0;
826 now current class is "Initiate";
827 now current hp is 18;
828 now current str is 4;
829 now current mag is 0;
830 now current skl is 5;
831 now current luk is 2;
832 now current def is 2;
833 now current res is 0;
834 now current spd is 4;
835 now current con is 4;
836 now current aid is 3;
837 now current mov is 4;
838 try looking.
839
840After examining Drifter:
841 now current stats is 0;
842 now current class is "Drifter";
843 now current hp is 16;
844 now current str is 4;
845 now current mag is 0;
846 now current skl is 4;
847 now current luk is 4;
848 now current def is 1;
849 now current res is 1;
850 now current spd is 4;
851 now current con is 4;
852 now current aid is 3;
853 now current mov is 5;
854 try looking.
855
856Chapter Skills
857
858current skills is scenery in create a character. "[link]Adept[as]x Adept[end link][line break]
859[link]Adept+[as]x Adept+[end link][line break]
860[link]Awareness[as]x Awareness[end link][line break]
861[link]Blossom[as]x Blossom[end link][line break]
862[link]Cancel[as]x Cancel[end link][line break]
863[link]Cancel+[as]x Cancel+[end link][line break]
864[link]Celerity[as]x Celerity[end link][line break]
865[link]Celerity+[as]x Celerity+[end link][line break]
866[link]Center[as]x Center[end link][line break]
867[link]Charisma[as]x Charisma[end link][line break]
868[link]Charisma+[as]x Charisma+[end link][line break]
869[link]Counter[as]x Counter[end link][line break]
870[link]Counter+[as]x Counter+[end link][line break]
871[link]Daunt[as]x Daunt[end link][line break]
872[link]Daunt+[as]x Daunt+[end link][line break]
873[link]Deep Pockets[as]x Deep Pockets[end link][line break]
874[link]Discipline[as]x Discipline[end link][line break]
875[link]Fortune[as]x Fortune[end link][line break]
876[link]Gamble[as]x Gamble[end link][line break]
877[link]Gamble+[as]x Gamble+[end link][line break]
878[link]Guard[as]x Guard[end link][line break]
879[link]Guard+[as]x Guard+[end link][line break]
880[link]Ignis[as]x Ignis[end link][line break]
881[link]Imbue[as]x Imbue[end link][line break]
882[link]Luna[as]x Luna[end link][line break]
883[link]Luna+[as]x Luna+[end link][line break]
884[link]Maturity[as]x Maturity[end link][line break]
885[link]Miracle[as]x Miracle[end link][line break]
886[link]Miracle+[as]x Miracle+[end link][line break]
887[link]Nullify[as]x Nullify[end link][line break]
888[link]Nullify+[as]x Nullify+[end link][line break]
889[link]Parity[as]x Parity[end link][line break]
890[link]Pass[as]x Pass[end link][line break]
891[link]Provoke[as]x Provoke[end link][line break]
892[link]Renewal[as]x Renewal[end link][line break]
893[link]Resolve[as]x Resolve[end link][line break]
894[link]Savior[as]x Savior[end link][line break]
895[link]Stillness[as]x Stillness[end link][line break]
896[link]Sol[as]x Sol[end link][line break]
897[link]Taunt[as]x Taunt[end link][line break]
898[link]Vantage[as]x Vantage[end link][line break]
899[link]Vantage+[as]x Vantage+[end link][line break]
900[link]Weapon Saver[as]x Weapon Saver[end link][line break]
901[link]Wrath[as]x Wrath[end link][line break]
902[link]Wrath+[as]x Wrath+[end link][line break]"
903
904Adept is scenery in Create a Character. "current skill is now Adept".
905Adept+ is scenery in Create a Character. "current skill is now Adept+."
906Awareness is scenery in Create a Character. "current skill is now Awareness."
907Blossom is scenery in Create a Character. "current skill is now Blossom."
908Cancel is scenery in Create a Character. "current skill is now Cancel."
909Cancel+ is scenery in Create a Character. "current skill is now Cancel+."
910Celerity is scenery in Create a Character. "current skill is now Celerity."
911Celerity+ is scenery in Create a Character. "current skill is now Celerity+."
912Center is scenery in Create a Character. "current skill is now Center."
913Charisma is scenery in Create a Character. "current skill is now Charisma."
914Charisma+ is scenery in Create a Character. "current skill is now Charisma+."
915Counter is scenery in Create a Character. "current skill is now Counter."
916Counter+ is scenery in Create a Character. "current skill is now Counter+."
917Daunt is scenery in Create a Character. "current skill is now Daunt."
918Daunt+ is scenery in Create a Character. "current skill is now Daunt+."
919Deep Pockets is scenery in Create a Character. "current skill is now Deep Pockets."
920Discipline is scenery in Create a Character. "current skill is now Discipline."
921Fortune is scenery in Create a Character. "current skill is now Fortune."
922Gamble is scenery in Create a Character. "current skill is now Gamble."
923Gamble+ is scenery in Create a Character. "current skill is now Gamble+."
924Guard is scenery in Create a Character. "current skill is now Guard."
925Guard+ is scenery in Create a Character. "current skill is now Guard+."
926Ignis is scenery in Create a Character. "current skill is now Ignis."
927Imbue is scenery in Create a Character. "current skill is now Imbue."
928Luna is scenery in Create a Character. "current skill is now Luna."
929Luna+ is scenery in Create a Character. "current skill is now Luna+."
930Maturity is scenery in Create a Character. "current skill is now Maturity."
931Miracle is scenery in Create a Character. "current skill is now Miracle."
932Miracle+ is scenery in Create a Character. "current skill is now Miracle+."
933Nullify is scenery in Create a Character. "current skill is now Nullify."
934Nullify+ is scenery in Create a Character. "current skill is now Nullify+."
935Parity is scenery in Create a Character. "current skill is now Parity."
936Pass is scenery in Create a Character. "current skill is now Pass."
937Provoke is scenery in Create a Character. "current skill is now Provoke."
938Renewal is scenery in Create a Character. "current skill is now Renewal."
939Resolve is scenery in Create a Character. "current skill is now Resolve."
940Savior is scenery in Create a Character. "current skill is now Savior."
941Stillness is scenery in Create a Character. "current skill is now Stillness."
942Sol is scenery in Create a Character. "current skill is now Sol."
943Taunt is scenery in Create a Character. "current skill is now Taunt."
944Vantage is scenery in Create a Character. "current skill is now Vantage."
945Vantage+ is scenery in Create a Character. "current skill is now Vantage+."
946Weapon Saver is scenery in Create a Character. "current skill is now Weapon Saver."
947Wrath is scenery in Create a Character. "current skill is now Wrath."
948Wrath+ is scenery in Create a Character. "current skill is now Wrath+."
949
950After examining Adept:
951 if advanced is true:
952 decrease progression by 30;
953 now advanced is false;
954 now current skill is "Adept";
955 try looking.
956After examining Adept+:
957 if advanced is true:
958 decrease progression by 30;
959 now advanced is true;
960 now current skill is "Adept+";
961 increase progression by 30;
962 try looking.
963After examining Awareness:
964 if advanced is true:
965 decrease progression by 30;
966 now advanced is false;
967 now current skill is "Awareness";
968 try looking.
969After examining Blossom:
970 if advanced is true:
971 decrease progression by 30;
972 now advanced is false;
973 now current skill is "Blossom";
974 try looking.
975After examining Cancel:
976 if advanced is true:
977 decrease progression by 30;
978 now advanced is false;
979 now current skill is "Cancel";
980 try looking.
981After examining Cancel+:
982 if advanced is true:
983 decrease progression by 30;
984 now advanced is true;
985 now current skill is "Cancel+";
986 increase progression by 30;
987 try looking.
988After examining Celerity:
989 if advanced is true:
990 decrease progression by 30;
991 now advanced is false;
992 now current skill is "Celerity";
993 try looking.
994After examining Celerity+:
995 if advanced is true:
996 decrease progression by 30;
997 now advanced is true;
998 now current skill is "Celerity+";
999 increase progression by 30;
1000 try looking.
1001After examining Center:
1002 if advanced is true:
1003 decrease progression by 30;
1004 now advanced is false;
1005 now current skill is "Center";
1006 try looking.
1007After examining Charisma:
1008 if advanced is true:
1009 decrease progression by 30;
1010 now advanced is false;
1011 now current skill is "Charisma";
1012 try looking.
1013After examining Charisma+:
1014 if advanced is true:
1015 decrease progression by 30;
1016 now advanced is true;
1017 now current skill is "Charisma+";
1018 increase progression by 30;
1019 try looking.
1020After examining Counter:
1021 if advanced is true:
1022 decrease progression by 30;
1023 now advanced is false;
1024 now current skill is "Counter";
1025 try looking.
1026After examining Counter+:
1027 if advanced is true:
1028 decrease progression by 30;
1029 now advanced is true;
1030 now current skill is "Counter+";
1031 increase progression by 30;
1032 try looking.
1033After examining Daunt:
1034 if advanced is true:
1035 decrease progression by 30;
1036 now advanced is false;
1037 now current skill is "Daunt";
1038 try looking.
1039After examining Daunt+:
1040 if advanced is true:
1041 decrease progression by 30;
1042 now advanced is true;
1043 now current skill is "Daunt+";
1044 increase progression by 30;
1045 try looking.
1046After examining Deep Pockets:
1047 if advanced is true:
1048 decrease progression by 30;
1049 now advanced is false;
1050 now current skill is "Deep Pockets";
1051 try looking.
1052After examining Discipline:
1053 if advanced is true:
1054 decrease progression by 30;
1055 now advanced is false;
1056 now current skill is "Discipline";
1057 try looking.
1058After examining Fortune:
1059 if advanced is true:
1060 decrease progression by 30;
1061 now advanced is false;
1062 now current skill is "Fortune";
1063 try looking.
1064After examining Gamble:
1065 if advanced is true:
1066 decrease progression by 30;
1067 now advanced is false;
1068 now current skill is "Gamble";
1069 try looking.
1070After examining Gamble+:
1071 if advanced is true:
1072 decrease progression by 30;
1073 now advanced is true;
1074 now current skill is "Gamble+";
1075 increase progression by 30;
1076 try looking.
1077After examining Guard:
1078 if advanced is true:
1079 decrease progression by 30;
1080 now advanced is false;
1081 now current skill is "Guard";
1082 try looking.
1083After examining Guard+:
1084 if advanced is true:
1085 decrease progression by 30;
1086 now advanced is true;
1087 now current skill is "Guard+";
1088 increase progression by 30;
1089 try looking.
1090After examining Ignis:
1091 if advanced is true:
1092 decrease progression by 30;
1093 now advanced is false;
1094 now current skill is "Ignis";
1095 try looking.
1096After examining Imbue:
1097 if advanced is true:
1098 decrease progression by 30;
1099 now advanced is false;
1100 now current skill is "Imbue";
1101 try looking.
1102After examining Luna:
1103 if advanced is true:
1104 decrease progression by 30;
1105 now advanced is false;
1106 now current skill is "Luna";
1107 try looking.
1108After examining Luna+:
1109 if advanced is true:
1110 decrease progression by 30;
1111 now advanced is true;
1112 now current skill is "Luna+";
1113 increase progression by 30;
1114 try looking.
1115After examining Maturity:
1116 if advanced is true:
1117 decrease progression by 30;
1118 now advanced is false;
1119 now current skill is "Maturity";
1120 try looking.
1121After examining Miracle:
1122 if advanced is true:
1123 decrease progression by 30;
1124 now advanced is false;
1125 now current skill is "Miracle";
1126 try looking.
1127After examining Miracle+:
1128 if advanced is true:
1129 decrease progression by 30;
1130 now advanced is true;
1131 now current skill is "Miracle+";
1132 increase progression by 30;
1133 try looking.
1134After examining Nullify:
1135 if advanced is true:
1136 decrease progression by 30;
1137 now advanced is false;
1138 now current skill is "Nullify";
1139 try looking.
1140After examining Nullify+:
1141 if advanced is true:
1142 decrease progression by 30;
1143 now advanced is true;
1144 now current skill is "Nullify+";
1145 increase progression by 30;
1146 try looking.
1147After examining Parity:
1148 if advanced is true:
1149 decrease progression by 30;
1150 now advanced is false;
1151 now current skill is "Parity";
1152 try looking.
1153After examining Pass:
1154 if advanced is true:
1155 decrease progression by 30;
1156 now advanced is false;
1157 now current skill is "Pass";
1158 try looking.
1159After examining Provoke:
1160 if advanced is true:
1161 decrease progression by 30;
1162 now advanced is false;
1163 now current skill is "Provoke";
1164 try looking.
1165After examining Renewal:
1166 if advanced is true:
1167 decrease progression by 30;
1168 now advanced is false;
1169 now current skill is "Renewal";
1170 try looking.
1171After examining Resolve:
1172 if advanced is true:
1173 decrease progression by 30;
1174 now advanced is false;
1175 now current skill is "Resolve";
1176 try looking.
1177After examining Savior:
1178 if advanced is true:
1179 decrease progression by 30;
1180 now advanced is false;
1181 now current skill is "Savior";
1182 try looking.
1183After examining Stillness:
1184 if advanced is true:
1185 decrease progression by 30;
1186 now advanced is false;
1187 now current skill is "Stillness";
1188 try looking.
1189After examining Sol:
1190 if advanced is true:
1191 decrease progression by 30;
1192 now advanced is false;
1193 now current skill is "Sol";
1194 try looking.
1195After examining Taunt:
1196 if advanced is true:
1197 decrease progression by 30;
1198 now advanced is false;
1199 now current skill is "Taunt";
1200 try looking.
1201After examining Vantage:
1202 if advanced is true:
1203 decrease progression by 30;
1204 now advanced is false;
1205 now current skill is "Vantage";
1206 try looking.
1207After examining Vantage+:
1208 if advanced is true:
1209 decrease progression by 30;
1210 now advanced is true;
1211 now current skill is "Vantage+";
1212 increase progression by 30;
1213 try looking.
1214After examining Weapon Saver:
1215 if advanced is true:
1216 decrease progression by 30;
1217 now advanced is false;
1218 now current skill is "Weapon Saver";
1219 try looking.
1220After examining Wrath:
1221 if advanced is true:
1222 decrease progression by 30;
1223 now advanced is false;
1224 now current skill is "Wrath";
1225 try looking.
1226After examining Wrath+:
1227 if advanced is true:
1228 decrease progression by 30;
1229 now advanced is true;
1230 now current skill is "Wrath+";
1231 increase progression by 30;
1232 try looking.
1233
1234Before examining Adept+:
1235 if progression is greater than 300 and advanced is false:
1236 say "You don't have enough progression to take that stat." instead.
1237Before examining Cancel+:
1238 if progression is greater than 300 and advanced is false:
1239 say "You don't have enough progression to take that stat." instead.
1240Before examining Celerity+:
1241 if progression is greater than 300 and advanced is false:
1242 say "You don't have enough progression to take that stat." instead.
1243Before examining Charisma+:
1244 if progression is greater than 300 and advanced is false:
1245 say "You don't have enough progression to take that stat." instead.
1246Before examining Counter+:
1247 if progression is greater than 300 and advanced is false:
1248 say "You don't have enough progression to take that stat." instead.
1249Before examining Daunt+:
1250 if progression is greater than 300 and advanced is false:
1251 say "You don't have enough progression to take that stat." instead.
1252Before examining Gamble+:
1253 if progression is greater than 300 and advanced is false:
1254 say "You don't have enough progression to take that stat." instead.
1255Before examining Guard+:
1256 if progression is greater than 300 and advanced is false:
1257 say "You don't have enough progression to take that stat." instead.
1258Before examining Luna+:
1259 if progression is greater than 300 and advanced is false:
1260 say "You don't have enough progression to take that stat." instead.
1261Before examining Miracle+:
1262 if progression is greater than 300 and advanced is false:
1263 say "You don't have enough progression to take that stat." instead.
1264Before examining Nullify+:
1265 if progression is greater than 300 and advanced is false:
1266 say "You don't have enough progression to take that stat." instead.
1267Before examining Vantage+:
1268 if progression is greater than 300 and advanced is false:
1269 say "You don't have enough progression to take that stat." instead.
1270Before examining Wrath+:
1271 if progression is greater than 300 and advanced is false:
1272 say "You don't have enough progression to take that stat." instead.
1273
1274After examining Adept:
1275 now advanced is false.
1276After examining Awareness:
1277 now advanced is false.
1278After examining Blossom:
1279 now advanced is false.
1280After examining Cancel:
1281 now advanced is false.
1282After examining Celerity:
1283 now advanced is false.
1284After examining Center:
1285 now advanced is false.
1286After examining Charisma:
1287 now advanced is false.
1288After examining Counter:
1289 now advanced is false.
1290After examining Daunt:
1291 now advanced is false.
1292After examining Deep Pockets:
1293 now advanced is false.
1294After examining Discipline:
1295 now advanced is false.
1296After examining Fortune:
1297 now advanced is false.
1298After examining Gamble:
1299 now advanced is false.
1300After examining Guard:
1301 now advanced is false.
1302After examining Ignis:
1303 now advanced is false.
1304After examining Imbue:
1305 now advanced is false.
1306After examining Luna:
1307 now advanced is false.
1308After examining Maturity:
1309 now advanced is false.
1310After examining Miracle:
1311 now advanced is false.
1312After examining Nullify:
1313 now advanced is false.
1314After examining Parity:
1315 now advanced is false.
1316After examining Pass:
1317 now advanced is false.
1318After examining Provoke:
1319 now advanced is false.
1320After examining Renewal:
1321 now advanced is false.
1322After examining Resolve:
1323 now advanced is false.
1324After examining Savior:
1325 now advanced is false.
1326After examining Stillness:
1327 now advanced is false.
1328After examining Sol:
1329 now advanced is false.
1330After examining Taunt:
1331 now advanced is false.
1332After examining Vantage:
1333 now advanced is false.
1334After examining Weapon Saver:
1335 now advanced is false.
1336After examining Wrath:
1337 now advanced is false.
1338
1339To say celeriac:
1340 if current skill is "Celerity":
1341 say " [bracket]+1[close bracket]";
1342 if current skill is "Celerity+":
1343 say " [bracket]+2[close bracket]".
1344
1345Chapter Enemies
1346
1347Enemies are scenery in create a character. "Pick one of the following enemy types to overwrite everything with that enemy template. Remember to pick a name afterwards.
1348
1349[link]Ghoul[as]x ghoul[end link][line break]
1350[link]Bone Warrior (Sword)[as]x bone warrior sword[end link][line break]
1351[link]Bone Warrior (Lance)[as]x bone warrior lance[end link][line break]
1352[link]Bone Warrior (Bow)[as]x bone warrior bow[end link]."
1353
1354The ghoul is scenery in create a character. "You select the ghoul."
1355The bone warrior sword is scenery in create a character. "You select the bone warrior with the sword."
1356The bone warrior lance is scenery in create a character. "You select the bone warrior with the lance."
1357The bone warrior bow is scenery in create a character. "You select the bone warrior with the bow."
1358
1359After examining the ghoul:
1360 reset all the stats;
1361 now current weapon is "Claws";
1362 now current mount is "NONE";
1363 now current name is "Ghoul";
1364 now current class is "Ghoul";
1365 now current skill is "NONE";
1366 now advanced is false;
1367 now current hp is 21;
1368 now current str is 7;
1369 now current mag is 0;
1370 now current skl is 4;
1371 now current luk is 0;
1372 now current def is 5;
1373 now current res is 1;
1374 now current spd is 3;
1375 now current con is 8;
1376 now current aid is 7;
1377 now current mov is 4;
1378 now current stats is 0;
1379 now progression is 330;
1380 try looking.
1381
1382After examining the bone warrior sword:
1383 reset all the stats;
1384 now current weapon is "Rusted Sword";
1385 now current mount is "NONE";
1386 now current name is "Bone Warrior (with Sword)";
1387 now current class is "Bonewalker";
1388 now current skill is "NONE";
1389 now advanced is false;
1390 now current hp is 19;
1391 now current str is 5;
1392 now current mag is 0;
1393 now current skl is 5;
1394 now current luk is 1;
1395 now current def is 4;
1396 now current res is 2;
1397 now current spd is 5;
1398 now current con is 6;
1399 now current aid is 5;
1400 now current mov is 5;
1401 now current stats is 0;
1402 now progression is 330;
1403 try looking.
1404
1405After examining the bone warrior lance:
1406 reset all the stats;
1407 now current weapon is "Rusted Lance";
1408 now current mount is "NONE";
1409 now current name is "Bone Warrior (with Lance)";
1410 now current class is "Bonewalker";
1411 now current skill is "NONE";
1412 now advanced is false;
1413 now current hp is 19;
1414 now current str is 5;
1415 now current mag is 0;
1416 now current skl is 5;
1417 now current luk is 1;
1418 now current def is 4;
1419 now current res is 2;
1420 now current spd is 5;
1421 now current con is 6;
1422 now current aid is 5;
1423 now current mov is 5;
1424 now current stats is 0;
1425 now progression is 330;
1426 try looking.
1427
1428After examining the bone warrior bow:
1429 reset all the stats;
1430 now current weapon is "Shoddy Bow";
1431 now current mount is "NONE";
1432 now current name is "Bone Warrior (with Bow)";
1433 now current class is "Bonewalker";
1434 now current skill is "NONE";
1435 now advanced is false;
1436 now current hp is 19;
1437 now current str is 5;
1438 now current mag is 0;
1439 now current skl is 5;
1440 now current luk is 1;
1441 now current def is 4;
1442 now current res is 2;
1443 now current spd is 5;
1444 now current con is 6;
1445 now current aid is 5;
1446 now current mov is 5;
1447 now current stats is 0;
1448 now progression is 330.
1449
1450Chapter Saving
1451
1452Up from Create a Character is Create a Character.
1453
1454Check going south from Create a Character:
1455 say "Your character is saved.";
1456 save to the sheet;
1457 reset all the stats;
1458 say "If you made a mistake please type UNDO.".
1459
1460To save to the sheet:
1461 choose a blank row in the Table of Characters;
1462 if importation is false:
1463 implement skills;
1464 now name entry is current name;
1465 now class entry is current class;
1466 now HP entry is current hp;
1467 now current HP entry is current hp;
1468 now STR entry is current str;
1469 now MAG entry is current mag;
1470 now SKL entry is current skl;
1471 now LUK entry is current luk;
1472 now DEF entry is current def;
1473 now RES entry is current res;
1474 now SPD entry is current spd;
1475 now CON entry is current con;
1476 now AID entry is current aid;
1477 now MOV entry is current mov;
1478 now mount entry is current mount;
1479 now weapon entry is current weapon;
1480 now HP prog entry is hp prog;
1481 now STR prog entry is str prog;
1482 now MAG prog entry is mag prog;
1483 now SKL prog entry is skl prog;
1484 now LUK prog entry is luk prog;
1485 now DEF prog entry is def prog;
1486 now RES prog entry is res prog;
1487 now SPD prog entry is spd prog;
1488 now the level entry is current level;
1489 now the skill entry is current skill;
1490 now progression entry is progression;
1491 now bonus stats entry is current stats.
1492
1493To implement skills:
1494 if current skill is "Celerity":
1495 increase current mov by 1;
1496 say " MOV increased by 1 from Celerity. ";
1497 else if current skill is "Celerity+":
1498 increase current mov by 2;
1499 say " MOV increased by 2 from Celerity+. ";
1500 else if current skill is "Maturity":
1501 say " All progression stats increased by 5 from Maturity. ";
1502 increase HP prog by 5;
1503 increase STR prog by 5;
1504 increase MAG prog by 5;
1505 increase SKL prog by 5;
1506 increase LUK prog by 5;
1507 increase DEF prog by 5;
1508 increase RES prog by 5;
1509 increase SPD prog by 5.
1510
1511
1512Table of Characters
1513Name (text) Class (text) Level (a number) Skill (text) HP (a number) STR (a number) MAG (a number) SKL (a number) LUK (a number) DEF (a number) RES (a number) SPD (a number) CON (a number) AID (a number) MOV (a number) HP prog (a number) STR prog (a number) MAG prog (a number) SKL prog (a number) LUK prog (a number) DEF prog (a number) RES prog (a number) SPD prog (a number) Mount (text) Weapon (text) Bonus Stats (number) Progression (a number) Current HP (a number)
1514“Elana Farrugia” “Performer” 1 "Charisma+" 16 2 2 2 6 2 2 7 3 2 4 70 0 60 10 70 10 10 70 “None” “Lucky Stars” 4 330 16
1515with 100 blank rows
1516
1517
1518Chapter Additional Commands
1519
1520Highprog is truth state that varies. Highprog is false.
1521
1522Toggling is an action applying to nothing. Understand "toggle" as toggling.
1523
1524Carry out toggling:
1525 if highprog is true:
1526 say "Now progression will increase in increments of 5%.";
1527 now highprog is false;
1528 else:
1529 now highprog is true;
1530 say "Now progression will increase in increments of 10%.".
1531
1532
1533Helping is an action out of world. Understand "help" or "commands" or "hint" or "hints" or "info" as helping.
1534
1535Carry out helping:
1536 say "[bold type]Commands[roman type]
1537
1538Type [bold type]HP/STR/etc[roman type] to increase the stat value. In edit mode, add a number after the command to set a new value.
1539
1540Type [bold type]HPup/STRup/etc[roman type] to increase the progression value. In edit mode, add a number after the command to set a new value.
1541
1542Type [bold type]Max HP[roman type] followed by a number to set a new max HP.
1543
1544Type [bold type]undo[roman type] to go back if you make a mistake.
1545
1546Type [bold type]u[roman type] to reset absolutely everything and start again from scratch in the character creator.
1547
1548Type [bold type]x current skill/class/weapon/etc[roman type] to select it.
1549
1550Type [bold type]l[roman type] or [bold type]look[roman type] to refresh the page.
1551
1552Type [bold type]toggle[roman type] to toggle between increasing progression by 5% or 10%. The default is 5%.
1553
1554Type [bold type]save[roman type] or [bold type]restore[roman type] to save or restore a file. You can do this anywhere.
1555
1556[bold type]Tips[roman type]
1557
1558Don't worry about whether you type in upper or lower case, the commands work either way.
1559
1560Clicking a hyperlinked stat will increase that stat.
1561
1562Everything can be done by typing if you prefer, and most things can be done just by link clicking. Conversely, only setting names and editing characters require typing."
1563
1564Part 2 - Character Suite
1565
1566Character Suite is east of Main Menu. The description of Character Suite is "[bold type]List of Characters Made[roman type]
1567[party]
1568
1569[link][bracket]Import[close bracket] Characters[as]Import[end link][line break]
1570[link][bracket]Export[close bracket] Characters[as]Export[end link][line break]
1571[link][bracket]M[close bracket]ain Menu[line break][as]w[end link]".
1572
1573
1574Check going west from Character Suite:
1575 reset all the stats;
1576
1577Table of Importing
1578Name (text) Class (text) Level (a number) Skill (text) HP (a number) STR (a number) MAG (a number) SKL (a number) LUK (a number) DEF (a number) RES (a number) SPD (a number) CON (a number) AID (a number) MOV (a number) HP prog (a number) STR prog (a number) MAG prog (a number) SKL prog (a number) LUK prog (a number) DEF prog (a number) RES prog (a number) SPD prog (a number) Mount (text) Weapon (text) Bonus Stats (number) Progression (a number) Current HP (a number)
1579with 100 blank rows
1580
1581Importing is an action out of world. Understand "Import" as importing.
1582Exporting is an action out of world. Understand "Export" as exporting.
1583
1584The File of Character Sheets (owned by another project) is called "character".
1585
1586Carry out exporting when the location is Character Suite:
1587 write File of Character Sheets from the table of characters;
1588 say "Export successful!".
1589
1590Importation is a truth state that varies. Importation is false.
1591
1592Carry out importing when the location is Character Suite:
1593 if the file of character sheets exists:
1594 now importation is true;
1595 read File of Character Sheets into the table of importing;
1596 repeat through the table of importing:
1597 now current weapon is weapon entry;
1598 now current mount is mount entry;
1599 now current name is name entry;
1600 now current class is class entry;
1601 now current skill is skill entry;
1602 now current hp is current hp entry;
1603 now max hp is hp entry;
1604 now current str is str entry;
1605 now current mag is mag entry;
1606 now current skl is skl entry;
1607 now current luk is luk entry;
1608 now current def is def entry;
1609 now current res is res entry;
1610 now current spd is spd entry;
1611 now current con is con entry;
1612 now current aid is aid entry;
1613 now current mov is mov entry;
1614 now current stats is Bonus Stats entry;
1615 now progression is progression entry;
1616 save to the sheet;
1617 say "Import successful.";
1618 now importation is false;
1619 try looking;
1620 else:
1621 say "There is no character file to import.".
1622
1623Understand "M" as west when the location is the Character Suite.
1624
1625Chapter Character Editing
1626
1627To say party:
1628 if the table of characters is empty:
1629 say "You haven't made any characters.";
1630 else:
1631 say "# Name Class Level[line break]";
1632 let N be 0;
1633 repeat through the table of characters:
1634 increase N by 1;
1635 say "[link][N]: [Name entry] [Class entry] [level entry][as]pick [n][end link]";
1636 say line break.
1637
1638Current listing is a number that varies. Current listing is 0.
1639
1640Picking is an action applying to one number. Understand "pick [number]" as picking.
1641
1642To rip from the character table:
1643 let N be the number understood;
1644 if there is no name in row N of the table of characters:
1645 say "There's no such character." instead;
1646 choose row N in the table of characters;
1647 now current weapon is weapon entry;
1648 now current mount is mount entry;
1649 now current name is name entry;
1650 now current class is class entry;
1651 now current skill is skill entry;
1652 now current hp is current hp entry;
1653 now max hp is hp entry;
1654 now current str is str entry;
1655 now current mag is mag entry;
1656 now current skl is skl entry;
1657 now current luk is luk entry;
1658 now current def is def entry;
1659 now current res is res entry;
1660 now current spd is spd entry;
1661 now current con is con entry;
1662 now current aid is aid entry;
1663 now current mov is mov entry;
1664 now current stats is Bonus Stats entry;
1665 now progression is progression entry;
1666 now current listing is N.
1667
1668Check picking when the location is Character Suite:
1669 rip from the character table;
1670 say "#: [current listing][line break]
1671Name: [current name][line break]
1672Class: [current class][line break]
1673Skill: [current skill][line break]
1674Weapon: [current weapon][line break][ride]
1675HP [current hp]/[max hp][bracket][hp prog]%[close bracket][line break]
1676STR: [current str] [bracket][str prog]%[close bracket][line break]
1677MAG: [current mag] [bracket][mag prog]%[close bracket][line break]
1678SKL: [current skl] [bracket][skl prog]%[close bracket][line break]
1679LUK: [current luk] [bracket][luk prog]%[close bracket][line break]
1680DEF: [current def] [bracket][def prog]%[close bracket][line break]
1681RES: [current res] [bracket][res prog]%[close bracket][line break]
1682SPD: [current spd] [bracket][spd prog]%[close bracket][celeriac][paragraph break]
1683CON: [current con][line break]
1684AID: [current aid][line break]
1685MOV: [current mov][line break]
1686
1687Progression Spent: [progression]/330[line break]
1688Bonus stats: [current stats]/4
1689
1690[link][bracket]E[close bracket]dit this character[as]E[end link][line break]
1691[link][bracket]D[close bracket]elete this character[as]D[end link][line break]";
1692
1693Before going east from the character suite:
1694 if the current listing is 0:
1695 say "There is no character selected to edit." instead.
1696
1697Check going down when the location is character suite:
1698 if the current listing is 0:
1699 say "There is no character selected to delete." instead.
1700
1701Carry out going down when the location is character suite:
1702 let N be the current listing;
1703 choose row N in the table of characters;
1704 blank out the whole row
1705
1706After going down when the location is character suite :
1707 now the current listing is 0;
1708 try looking.
1709
1710Down from the character suite is the character suite.
1711
1712Chapter - Character Editor
1713
1714Character Editor is east of the Character Suite. The description is
1715"#: [current listing][line break]
1716Name: [current name][line break]
1717Class: [current class][line break]
1718Skill: [current skill][line break]
1719Weapon: [current weapon][line break][ride]
1720HP [current hp]/[max hp][bracket][hp prog]%[close bracket][line break]
1721STR: [current str] [bracket][str prog]%[close bracket][line break]
1722MAG: [current mag] [bracket][mag prog]%[close bracket][line break]
1723SKL: [current skl] [bracket][skl prog]%[close bracket][line break]
1724LUK: [current luk] [bracket][luk prog]%[close bracket][line break]
1725DEF: [current def] [bracket][def prog]%[close bracket][line break]
1726RES: [current res] [bracket][res prog]%[close bracket][line break]
1727SPD: [current spd] [bracket][spd prog]%[close bracket][celeriac][paragraph break]
1728CON: [current con][line break]
1729AID: [current aid][line break]
1730MOV: [current mov][line break]
1731
1732Progression Spent: [progression]/330[line break]
1733Added stats: [current stats]
1734
1735[link][bracket]D[close bracket]iscard changes and return to the character suite[as]d[end link][line break]
1736[link][bracket]S[close bracket]ave changes and return to the character suite[as]s[end link][line break]"
1737
1738Classing is an action applying to one topic. Understand "class [text]" as classing.
1739
1740Skilling is an action applying to one topic. Understand "skill [text]" as skilling.
1741
1742Carry out classing:
1743 now the current class is the topic understood.
1744
1745Carry out skilling:
1746 now the current skill is the topic understood.
1747
1748HPnuming is an action applying to one number. Understand "HP [number]" as HPnuming.
1749
1750Carry out HPnuming:
1751 now current hp is the number understood.
1752
1753STRnuming is an action applying to one number. Understand "STR [number]" as STRnuming.
1754
1755
1756Carry out STRnuming:
1757 now current STR is the number understood.
1758
1759MAGnuming is an action applying to one number. Understand "MAG [number]" as MAGnuming.
1760
1761Carry out MAGnuming:
1762 now current MAG is the number understood.
1763SKLnuming is an action applying to one number. Understand "SKL [number]" as SKLnuming.
1764
1765Carry out SKLnuming:
1766 now current SKL is the number understood.
1767
1768LUKnuming is an action applying to one number. Understand "LUK [number]" as LUKnuming.
1769
1770Carry out LUKnuming:
1771 now current LUK is the number understood.
1772
1773DEFnuming is an action applying to one number. Understand "DEF [number]" as DEFnuming.
1774
1775Carry out DEFnuming:
1776 now current DEF is the number understood.
1777
1778RESnuming is an action applying to one number. Understand "RES [number]" as RESnuming.
1779
1780Carry out RESnuming:
1781 now current RES is the number understood.
1782
1783SPDnuming is an action applying to one number. Understand "SPD [number]" as SPDnuming.
1784
1785Carry out SPDnuming:
1786 now current SPD is the number understood.
1787
1788CONnuming is an action applying to one number. Understand "CON [number]" as CONnuming.
1789
1790Carry out CONnuming:
1791 now current CON is the number understood.
1792
1793Maxhping is an action applying to one number. Understand "HP Max [number]" as Maxhping.
1794
1795Carry out maxhping:
1796 now max hp is the number understood.
1797
1798HPupnuming is an action applying to one number. Understand "HPup [number]" as HPupnuming.
1799STRupnuming is an action applying to one number. Understand "STRup [number]" as STRupnuming.
1800MAGupnuming is an action applying to one number. Understand "MAGup [number]" as MAGupnuming.
1801SKLupnuming is an action applying to one number. Understand "SKLup [number]" as SKLupnuming.
1802LUKupnuming is an action applying to one number. Understand "LUKup [number]" as LUKupnuming.
1803DEFupnuming is an action applying to one number. Understand "DEFup [number]" as DEFupnuming.
1804RESupnuming is an action applying to one number. Understand "RESup [number]" as RESupnuming.
1805SPDupnuming is an action applying to one number. Understand "SPDup [number]" as SPDupnuming.
1806
1807Carry out HPupnuming:
1808 now HP prog is the number understood.
1809
1810Carry out STRupnuming:
1811 now STR prog is the number understood.
1812
1813Carry out MAGupnuming:
1814 now MAG prog is the number understood.
1815
1816Carry out SKLupnuming:
1817 now SKL prog is the number understood.
1818
1819Carry out LUKupnuming:
1820 now LUK prog is the number understood.
1821
1822Carry out DEFupnuming:
1823 now DEF prog is the number understood.
1824Carry out RESupnuming:
1825 now RES prog is the number understood.
1826
1827Carry out SPDupnuming:
1828 now SPD prog is the number understood.
1829
1830Character suite is south of the character editor.
1831
1832Character suite is below the character editor.
1833
1834Before going south from the character editor:
1835 choose row current listing in the table of characters;
1836 blank out the whole row;
1837 say "Your character is saved.";
1838 save to the sheet;
1839 reset all the stats;
1840 say "If you made a mistake please type UNDO.".
1841
1842Before going down from the character editor:
1843 say "All changes discarded.";
1844 reset all the stats.
1845
1846
1847Part 3 - Weapon Creation
1848
1849Weapon Editor is west of the main menu. "[link]List all [number of filled rows in the table of weapons] weapons[as]x armoury[end link] (WARNING: very slow right now)[line break]
1850Create a new weapon (NOT IMPLEMENTED YET).[line break]
1851[link]Main m[bracket]e[close bracket]nu[as]e[end link]"
1852
1853To say list weapons:
1854 say "# Name[line break]";
1855 let N be 0;
1856 repeat through the table of weapons:
1857 increase N by 1;
1858 say "[link][N]: [Name entry][as]pick [n][end link]";
1859 say line break.
1860
1861
1862Armoury is scenery in the Weapon Editor. "[list weapons]".
1863
1864Ranking is an action applying to one topic. Understand "rank [text]" as ranking.
1865
1866Carry out ranking:
1867 now the current rank is the topic understood.
1868
1869Carry out naming when the location is the weapon editor:
1870 now the current weapon is the topic understood.
1871
1872
1873
1874Carry out picking when the location is the weapon editor:
1875 let N be the number understood;
1876 if there is no name in row N of the table of weapons:
1877 say "There's no such weapon." instead;
1878 choose row N in the table of weapons;
1879 now current weapon is the name entry;
1880 now current rank is the rank entry;
1881 now current type is the type entry;
1882 now current rng is the rng entry;
1883 now current mt is the mt entry;
1884 now current wt is the wt entry;
1885 now current hit is the hit entry;
1886 now current crit is the crit entry;
1887 now current ql is the ql entry;
1888 now the current listing is N;
1889 show the weapon.
1890
1891To show the weapon:
1892 say "
1893#[current listing][line break]
1894[bold type][current weapon][roman type][line break]
1895Type: [current type][line break]
1896Rank: [current rank][line break]
1897MT: [current mt][line break]
1898WT: [current wt][line break]
1899Hit: [current hit][line break]
1900Crit: [current crit][line break]
1901
1902
1903[link][bracket]D[close bracket]elete this weapon[as]D[end link][line break]"
1904
1905Check going down when the location is weapon editor:
1906 if the current listing is 0:
1907 say "There is no weapon selected to delete." instead.
1908
1909Carry out going down when the location is character suite:
1910 let N be the current listing;
1911 choose row N in the table of weapons;
1912 blank out the whole row.
1913
1914After going down when the location is character suite:
1915 now the current listing is 0;
1916 try looking.
1917
1918Down from the weapon editor is the weapon editor.
1919
1920
1921Current rank is a text that varies.
1922Current weapon is a text that varies.
1923Current type is a text that varies.
1924Current RNG is a text that varies.
1925Current mt is a number that varies.
1926current wt is a number that varies.
1927current hit is a number that varies.
1928current crit is a number that varies.
1929current ql is a number that varies.
1930
1931Table of Weapons
1932Name Type Rank RNG MT WT Hit Crit QL Category Bonus
1933"Claws" “Null” “F” "1" 7 5 85 0 1000 “Physical” “None”
1934"Rusted Sword" "Slashing" "F" "1" 3 4 75 0 20 “Physical” “None”
1935"Rusted Lance" "Piercing" "F" "1" 5 7 70 0 20 “Physical” “None”
1936"Shoddy Bow" "Recurve" "F" "2" 4 5 75 0 20 “Physical” “None”
1937"Iron Sword" "Slashing" "E" "1" 4 5 85 0 40 “Physical” “None”
1938"Devil Sword" "Slashing" "E" "1" 13 15 65 0 40 “Physical” “Unlucky”
1939"Steel Sword" "Slashing" "D" "1" 6 7 80 5 35 “Physical” “None”
1940"Quick Sword" "Slashing" "D" "1" 5 2 85 0 40 “Physical” “Followup”
1941"Silver Sword" "Slashing" "C" "1" 7 8 80 10 30 “Physical” “None”
1942"Killing Edge" "Slashing" "C" "1" 10 7 75 25 30 “Physical” “None”
1943"Sabre" "Slashing" "B" "1" 10 9 75 20 25 “Physical” “None”
1944"Brave Sword" "Slashing" "B" "1" 13 7 70 0 30 “Physical” “Brave”
1945"Katana" "Slashing" "A" "1" 12 10 80 25 20 “Physical” “None”
1946"Rune Sabre" "Slashing" "A" "1-2" 15 8 65 0 20 “Legendary” “None”
1947"Wo Dao" "Slashing" "S" "1" 14 11 85 30 15 “Physical” “None”
1948"Valmanway" "Slashing" "S" "1" 15 9 80 10 20 “Physical” “None”
1949"Slim Sword" "Thrusting" "E" "1" 4 3 100 5 40 “Physical” “Brave”
1950"Iron Rapier" "Thrusting" "E" "1" 4 6 75 0 40 “Physical” “None”
1951"Steel Rapier" "Thrusting" "D" "1" 7 8 80 0 35 “Physical” “None”
1952"Longsword" "Thrusting" "D" "1" 7 6 70 0 35 “Physical” “Horseback Effective”
1953"Silver Rapier" "Thrusting" "C" "1" 9 10 75 5 30 “Physical” “None”
1954"Winged Rapier" "Thrusting" "C" "1" 8 7 70 0 30 “Physical” “Flying Effective”
1955"Estoc" "Thrusting" "B" "1" 12 11 70 0 25 “Physical” “Armor-piercing”
1956"Wind Sword" "Thrusting" "B" "1-2" 10 8 75 0 25 “Legendary” “None”
1957"Fleuret" "Thrusting" "A" "1" 12 13 80 10 20 “Physical” “None”
1958"Colichemarde" "Thrusting" "A" "1" 13 10 70 5 20 “Physical” “Horseback Effective”
1959"Wyrmslayer" "Thrusting" "A" "1" 14 11 65 0 20 “Physical” “Wyvern Effective”
1960"Joyeuse" "Thrusting" "S" "1" 16 12 70 5 15 “Physical” “Armor-piercing”
1961"Sieglinde" "Thrusting" "S" "1" 16 12 75 0 15 “Physical” “Mounted”
1962"Flamberge" "Thrusting" "S" "1-2" 16 14 75 0 15 “Legendary” “None”
1963"Wooden Sword" "Crushing" "E" "1" 5 6 80 0 40 “Physical” “None”
1964"Iron Blade" "Crushing" "E" "1" 7 8 70 0 40 “Physical” “None”
1965"Steel Blade" "Crushing" "D" "1" 9 10 70 0 35 “Physical” “None”
1966"Armorbreaker" "Crushing" "D" "1" 10 8 70 0 35 “Physical” “Armor-piercing”
1967"Silver Blade" "Crushing" "C" "1" 10 12 65 0 30 “Physical” “None”
1968"Lancereaver" "Crushing" "C" "1" 9 9 70 5 30 “Physical” “Reaver”
1969"Light Brand" "Crushing" "C" "1-2" 12 8 75 0 30 “Physical” “None”
1970"Broadsword" "Crushing" "B" "1" 13 14 65 5 25 “Physical” “None”
1971"Armorslayer" "Crushing" "B" "1" 16 11 60 0 25 “Physical” “Armor effective”
1972"Mage Masher" "Crushing" "B" "1" 13 9 75 0 25 “Physical” “Levitation”
1973"Zweihander" "Crushing" "A" "1" 14 16 70 0 20 “Physical” “None”
1974"Claymore" "Crushing" "A" "1-2" 16 14 75 5 20 “Physical” “None”
1975"Falchion" "Crushing" "S" "1" 17 18 70 10 15 “Physical” “None”
1976"Durandal" "Crushing" "S" "1" 18 13 70 0 15 “Physical” “Wyvern”
1977"Vorpal Blade" "Crushing" "S" "1-2" 20 17 65 0 15 “Legendary” “None”
1978"Slim Lance" "Piercing" "E" "1" 5 5 85 5 40 “Physical” “None”
1979"Iron Lance" "Piercing" "E" "1" 7 7 80 0 40 “Physical” “None”
1980"Devil Lance" "Piercing" "E" "1" 14 16 60 0 40 “Physical” “None”
1981"Steel Lance" "Piercing" "D" "1" 8 9 75 0 35 “Physical” “Unlucky”
1982"Heavy Lance" "Piercing" "D" "1" 10 8 70 0 35 “Physical” “Armor-piercing”
1983"Silver Lance" "Piercing" "C" "1" 10 11 75 0 30 “Physical” “None”
1984"Killer Lance" "Piercing" "C" "1" 11 8 70 25 30 “Physical” “None”
1985"Axereaver" "Piercing" "C" "1" 10 10 65 5 30 “Physical” “Reaver”
1986"Great Lance" "Piercing" "B" "1" 12 13 70 5 25 “Physical” “None”
1987"Brave Lance" "Piercing" "B" "1" 16 9 65 0 30 “Physical” “Brave”
1988"Greater Lance" "Piercing" "A" "1" 14 15 70 10 20 “Physical” “None”
1989"Borehole" "Piercing" "A" "1" 15 11 65 5 20 “Physical” “Armor effective”
1990"Rex Hasta" "Piercing" "S" "1" 18 17 75 15 15 “Physical” “None”
1991"Gungnir" "Piercing" "S" "1-2" 18 15 65 10 15 “Legendary” “None”
1992"Iron Javelin" "Spear" "E" "1-2" 6 5 75 0 40 “Physical” “None”
1993"Iron Pilum" "Spear" "E" "2" 7 3 80 0 40 “Physical” “Followup”
1994"Steel Javelin" "Spear" "D" "1-2" 8 7 75 0 35 “Physical” “None”
1995"Wing Clipper" "Spear" "D" "1-2" 10 5 75 5 35 “Physical” “Pegasus Effective”
1996"Silver Javelin" "Spear" "C" "1-2" 9 9 70 0 30 “Physical” “None”
1997"Steel Pilum" "Spear" "C" "2" 10 7 75 0 30 “Physical” “Followup”
1998"Short Spear" "Spear" "B" "1-2" 11 11 70 0 25 “Physical” “None”
1999"Flame Thrower" "Spear" "B" "1-2" 11 9 70 0 25 “Legendary” “None”
2000"Trident" "Spear" "A" "1-2" 13 13 70 5 20 “Physical” “None”
2001"Silver Pilum" "Spear" "A" "2" 14 12 70 0 20 “Physical” “Followup”
2002"Gae Bolg" "Spear" "S" "1-2" 17 16 70 10 15 “Physical” “None”
2003"Longinus" "Spear" "S" "1-2" 14 12 80 5 15 “Legendary” “None”
2004"Iron Halberd" "Polearm" "E" "1" 8 7 70 0 40 “Physical” “Antimount”
2005"Pike" "Polearm" "E" "1" 9 6 80 10 40 “Physical” “Pike”
2006"Steel Halberd" "Polearm" "D" "1" 10 9 70 0 35 “Physical” “Antimount”
2007"Glaive" "Polearm" "D" "1" 10 7 70 0 35 “Physical” “Horseback Effective”
2008"Silver Halberd" "Polearm" "C" "1" 13 12 65 0 30 “Physical” “Antimount”
2009"Flak Halberd" "Polearm" "C" "1" 11 7 80 5 30 “Physical” “Pegasus Effective”
2010"Blessed Halberd" "Polearm" "C" "1-2" 11 6 75 0 30 “Legendary” “Blessed”
2011"Alabarda" "Polearm" "B" "1" 15 13 65 0 25 “Physical” “Alabarda”
2012"Dragoon Pike" "Polearm" "B" "1" 15 10 70 0 25 “Physical” “Wyvern Effective”
2013"Bec de Corbin" "Polearm" "A" "1" 17 17 70 5 20 “Physical” “Antimount”
2014"Partizan" "Polearm" "A" "1" 17 12 65 0 20 “Physical” “Horseback Effective”
2015"Lunar Halberd" "Polearm" "A" "1" 19 13 60 0 20 “Physical” “Armor Effective”
2016"Siegmund" "Polearm" "S" "1" 19 13 70 5 15 “Physical” “Mounted Effective”
2017"Gradivus" "Polearm" "S" "1" 20 19 75 10 15 “Physical” “None”
2018"Iron Axe" "Hacking" "E" "1" 8 8 75 0 40 “Physical” “None”
2019"Devil Axe" "Hacking" "E" "1" 16 17 60 0 40 “Physical” “Unlucky”
2020"Steel Axe" "Hacking" "D" "1" 11 11 70 0 35 “Physical” “None”
2021"Poleaxe" "Hacking" "D" "1" 12 8 65 0 35 “Physical” “Horseback Effective”
2022"Silver Axe" "Hacking" "C" "1" 12 13 65 0 30 “Physical” “None”
2023"Killer Axe" "Hacking" "C" "1" 14 10 65 25 30 “Physical” “None”
2024"Swordreaver" "Hacking" "C" "1" 12 11 65 5 25 “Physical” “Reaver”
2025"Crescent Axe" "Hacking" "B" "1" 15 15 65 5 25 “Physical” “None”
2026"Brave Axe" "Hacking" "B" "1" 17 10 60 0 30 “Physical” “None”
2027"Swordslayer" "Hacking" "B" "1" 15 9 65 5 25 “Physical” “Swordkiller”
2028"Basilikos" "Hacking" "A" "1" 18 18 60 10 20 “Physical” “None”
2029"Runic Axe" "Hacking" "A" "1-2" 20 11 60 0 20 “Legendary” “Draining”
2030"Golden Axe" "Hacking" "S" "1" 20 20 65 10 15 “Physical” “None”
2031"Armads" "Hacking" "S" "1" 22 15 60 0 15 “Physical” “Wyvern Effective”
2032"Quarterstaff" "Bludgeon" "E" "1" 7 7 80 0 40 “Physical” “None”
2033"Iron Mace" "Bludgeon" "E" "1" 8 8 75 0 40 “Physical” “None”
2034"Steel Mace" "Bludgeon" "D" "1" 10 9 70 0 35 “Physical” “Minor Armorpiercing”
2035"Hammer" "Bludgeon" "D" "1" 15 9 65 0 35 “Physical” “None”
2036"Silver Mace" "Bludgeon" "C" "1" 12 10 70 0 30 “Physical” “None”
2037"Warhammer" "Bludgeon" "C" "1" 18 11 60 0 30 “Physical” “None”
2038"Morningstar" "Bludgeon" "B" "1" 14 12 70 0 25 “Physical” “None”
2039"Provost’s Mace" "Bludgeon" "B" "1" 15 10 70 0 25 “Physical” “None”
2040"Maul" "Bludgeon" "A" "1" 15 14 70 0 20 “Physical” “None”
2041"Ball and Chain" "Bludgeon" "A" "1-2" 17 16 65 0 20 “Physical” “None”
2042"Lucerne" "Bludgeon" "S" "1" 18 17 70 0 15 “Physical” “None”
2043"Sharur" "Bludgeon" "S" "1" 22 15 60 0 15 “Physical” “None”
2044"Earthsplitter" "Bludgeon" "S" "1-2" 18 16 65 0 15 “Legendary” “None”
2045"Hatchet" "Throwing" "E" "1-2" 6 4 80 5 40 “Physical” “None”
2046"Hand Axe" "Throwing" "E" "1-2" 9 7 70 0 40 “Physical” “None”
2047"Steel Hand" "Throwing" "D" "1-2" 11 9 70 0 35 “Physical” “None”
2048"Poison Hand" "Throwing" "D" "1-2" 10 7 70 5 35 “Physical” “None”
2049"Silver Hand" "Throwing" "C" "1-2" 14 12 65 0 30 “Physical” “None”
2050"Short Axe" "Throwing" "C" "1-2" 11 9 80 0 30 “Physical” “None”
2051"Francisca" "Throwing" "B" "1-2" 15 13 60 10 25 “Physical” “None”
2052"Bolt Axe" "Throwing" "B" "1-2" 17 12 60 10 25 “Legendary” “None”
2053"Tomahawk" "Throwing" "A" "1-2" 18 16 60 10 20 “Physical” “None”
2054"Merciless" "Throwing" "A" "1-2" 19 14 55 25 20 “Physical” “None”
2055"Master Hand" "Throwing" "S" "1-2" 21 18 60 15 15 “Physical” “None”
2056"Volant Axe" "Throwing" "S" "1-2" 20 12 75 0 15 “Physical” “None”
2057"Iron Dagger" "Dagger" "E" "1" 4 4 85 10 40 “Physical” “None”
2058"Devil Dagger" "Dagger" "E" "1" 12 14 70 0 40 “Physical” “None”
2059"Steel Dagger" "Dagger" "D" "1" 5 6 80 10 35 “Physical” “None”
2060"Parrying Dagger" "Dagger" "D" "1" 7 5 80 5 35 “Physical” “None”
2061"Silver Dagger" "Dagger" "C" "1" 7 7 80 10 30 “Physical” “None”
2062"Cutthroat" "Dagger" "C" "1" 9 6 80 25 30 “Physical” “None”
2063"Cinquedea" "Dagger" "B" "1" 10 9 80 10 25 “Physical” “None”
2064"Swordbreaker" "Dagger" "B" "1" 12 8 80 5 25 “Physical” “None”
2065"Dark Dagger" "Dagger" "B" "1-2" 12 9 70 5 25 “Legendary” “None”
2066"Switchblade" "Dagger" "A" "1" 12 10 85 15 20 “Physical” “None”
2067"Mercy" "Dagger" "A" "1" 10 8 75 0 25 “Physical” “None”
2068"Death Dealer" "Dagger" "S" "1" 14 11 80 20 15 “Physical” “None”
2069"Sacrificial Dagger" "Dagger" "S" "1" 15 10 80 15 15 “Physical” “None”
2070"Iron Knife" "Knife" "E" "1-2" 5 4 80 0 40 “Physical” “None”
2071"Chakram" "Knife" "E" "1-2" 5 3 75 0 40 “Physical” “None”
2072"Steel Knife" "Knife" "D" "1-2" 6 6 75 0 35 “Physical” “None”
2073"Shuriken" "Knife" "D" "1-2" 8 6 70 10 35 “Physical” “None”
2074"Silver Knife" "Knife" "C" "1-2" 8 7 80 0 30 “Physical” “None”
2075"Silencer" "Knife" "C" "1-2" 9 6 70 0 30 “Physical” “None”
2076"Killer Shuriken" "Knife" "C" "1-2" 10 6 65 25 30 “Physical” “None”
2077"Stiletto" "Knife" "B" "1-2" 10 9 80 5 25 “Physical” “None”
2078"Flame Shuriken" "Knife" "B" "1-2" 11 8 70 10 25 “Legendary” “None”
2079"Pinwheel" "Knife" "B" "1-3" 12 8 70 0 25 “Physical” “None”
2080"Baselard" "Knife" "A" "1-2" 12 11 80 10 20 “Physical” “None”
2081"Kaiser Knife" "Knife" "A" "1-2" 15 7 70 0 24 “Physical” “None”
2082"The World" "Knife" "S" "1-2" 18 10 75 0 15 “Physical” “None”
2083"Shred Shuriken" "Knife" "S" "1-2" 15 10 70 10 15 “Physical” “None”
2084"Poison Dart" "Exotic" "E" "1-2" 4 2 85 0 40 “Physical” “None”
2085"Bolas" "Exotic" "E" "1-2" 4 2 80 0 40 “Physical” “None”
2086"Caltrops" "Exotic" "D" "1-2" 5 2 85 0 35 “Physical” “None”
2087"Blinding Bomb" "Exotic" "D" "1-2" 6 3 80 0 35 “Physical” “None”
2088"Glue Pack" "Exotic" "D" "1-2" 5 3 75 0 35 “Physical” “None”
2089"Plague Dart" "Exotic" "C" "1-2" 6 4 80 0 30 “Physical” “None”
2090"Spiked Bolas" "Exotic" "C" "1-2" 7 5 70 5 30 “Physical” “None”
2091"Somniferum" "Exotic" "C" "1-2" 6 4 75 0 30 “Physical” “None”
2092"Corrosive Acid" "Exotic" "B" "1-2" 8 7 75 0 25 “Physical” “None”
2093"Hallucinogen" "Exotic" "B" "1-2" 8 5 75 0 25 “Physical” “None”
2094"Black Firebomb" "Exotic" "B" "1-2" 12 7 65 0 25 “Legendary” “None”
2095"Toxic Bomb" "Exotic" "A" "1-2" 11 7 80 0 20 “Physical” “None”
2096"Neurotoxin Shot" "Exotic" "A" "1-2" 9 6 85 0 20 “Physical” “None”
2097"Cursed Needle" "Exotic" "A" "1-2" 10 7 80 0 20 “Physical” “None”
2098"Gyroblade" "Exotic" "S" "1-2" 9 9 75 10 15 “Physical” “None”
2099"Armor Eater" "Exotic" "S" "1-2" 10 8 75 0 15 “Physical” “None”
2100"Curare Dart" "Exotic" "S" "1-2" 9 7 80 0 15 “Physical” “None”
2101"Training Bow" "Recurve" "E" "2" 4 4 95 5 40 “Physical” “Flying Effective”
2102"Iron Bow" "Recurve" "E" "2" 5 6 85 0 40 “Physical” “Flying Effective”
2103"Steel Bow" "Recurve" "D" "2" 6 8 80 0 35 “Physical” “Flying Effective”
2104"Poison Bow" "Recurve" "D" "2" 7 7 80 5 35 “Physical” “Flying Effective”
2105"Silver Bow" "Recurve" "C" "2" 9 10 80 5 30 “Physical” “Flying Effective”
2106"Killer Bow" "Recurve" "C" "2" 9 7 75 25 30 “Physical” “Flying Effective”
2107"Reflex Bow" "Recurve" "B" "2" 10 11 80 10 25 “Physical” “Flying Effective”
2108"Brave Bow" "Recurve" "B" "2" 12 7 70 0 30 “Physical” “Flying Effective”
2109"Crescent Bow" "Recurve" "A" "2" 13 14 80 10 20 “Physical” “Flying Effective”
2110"Moon Bow" "Recurve" "A" "2" 14 11 70 0 20 “Physical” “Flying Effective”
2111"Blackout Bow" "Recurve" "A" "1-2" 14 9 70 0 20 “Legendary” “Flying Effective”
2112"Reinefleche" "Recurve" "S" "2" 14 15 80 15 15 “Physical” “Flying Effective”
2113"Mulagir" "Recurve" "S" "2" 16 14 85 15 15 “Physical” “Flying Effective”
2114"Iron Longbow" "Longbow" "E" "2-3" 6 5 80 0 40 “Physical” “Flying Effective”
2115"Yew Bow" "Longbow" "E" "2-3" 7 4 75 0 40 “Physical” “Flying Effective”
2116"Steel Longbow" "Longbow" "D" "2-3" 7 7 75 0 35 “Physical” “Flying Effective”
2117"Eagle Longbow" "Longbow" "D" "2-3" 8 5 80 15 35 “Physical” “Flying Effective”
2118"Silver Longbow" "Longbow" "C" "2-3" 9 8 75 0 30 “Physical” “Flying Effective”
2119"Ballista Bow" "Longbow" "C" "2-4" 12 7 65 0 30 “Physical” “Flying Effective”
2120"Yumi" "Longbow" "B" "2-3" 11 11 75 0 25 “Physical” “Flying Effective”
2121"Sunset Longbow" "Longbow" "B" "2-3" 10 7 75 0 25 “Physical” “Flying Effective”
2122"Bright Bow" "Longbow" "B" "2-3" 10 8 80 0 25 “Legendary” “Flying Effective”
2123"Towering Bow" "Longbow" "A" "2-3" 12 13 75 0 20 “Physical” “Flying Effective”
2124"Dreadwind" "Longbow" "A" "2-4" 16 9 65 0 20 “Physical” “Flying Effective”
2125"Sagittarius" "Longbow" "S" "2-3" 15 14 75 15 15 “Physical” “Flying Effective”
2126"Fujin Yumi" "Longbow" "S" "2-3" 16 13 90 0 15 “Legendary” “Flying Effective”
2127"Wooden Greatbow" "Greatbow" "E" "2" 5 6 85 0 40 “Physical” “Flying Effective”
2128"Iron Greatbow" "Greatbow" "E" "2" 6 8 70 0 40 “Physical” “Flying Effective”
2129"Iron Crossbow" "Greatbow" "E" "1-2" 14 24 75 0 40 “Physical” “Flying Effective”
2130"Steel Greatbow" "Greatbow" "D" "2" 8 10 70 0 35 “Physical” “Flying Effective”
2131"Steel Crossbow" "Greatbow" "D" "1-2" 15 28 75 0 35 “Physical” “Flying Effective”
2132"Metal Punch" "Greatbow" "D" "2" 9 8 70 0 35 “Physical” “Flying Effective”
2133"Silver Greatbow" "Greatbow" "C" "2" 10 12 70 0 30 “Physical” “Flying Effective”
2134"Silver Crossbow" "Greatbow" "C" "1-2" 16 32 75 0 30 “Physical” “Flying Effective”
2135"Composite Bow" "Greatbow" "B" "2" 13 15 65 0 25 “Physical” “Flying Effective”
2136"Taksh" "Greatbow" "B" "1-2" 17 36 70 0 25 “Physical” “Flying Effective”
2137"Thundergun" "Greatbow" "B" "1-2" 21 32 70 15 25 “Legendary” “Flying Effective”
2138"Twinhead Bow" "Greatbow" "A" "2" 16 18 65 0 20 “Physical” “Flying Effective”
2139"Windlass Bow" "Greatbow" "A" "1-2" 20 40 75 0 20 “Physical” “Flying Effective”
2140"Chu-Ko-Nu" "Greatbow" "A" "1-2" 23 32 65 0 20 “Physical” “Flying Effective”
2141"Parthia" "Greatbow" "S" "2" 19 20 65 10 15 “Physical” “Flying Effective”
2142"Arbalest" "Greatbow" "S" "1-2" 22 44 70 5 15 “Physical” “Flying Effective”
2143"Fire" "Anima" "E" "1-2" 4 4 75 0 40 “Magical” “Undead Effective”
2144"Singe" "Anima" "E" "1-2" 5 3 80 0 40 “Magical” “Undead Effective”
2145"Elfire" "Anima" "D" "1-2" 6 6 75 0 35 “Magical” “Undead Effective”
2146"Blazing Sun" "Anima" "D" "1-2" 8 5 70 0 35 “Magical” “Undead Effective”
2147"Arcfire" "Anima" "C" "1-2" 8 8 75 0 30 “Magical” “Undead Effective”
2148"Meteor" "Anima" "C" "3-10" 20 10 65 0 5 “Magical” “Undead Effective”
2149"Inferno" "Anima" "B" "1-2" 11 11 70 0 25 “Magical” “Undead Effective”
2150"Hellfire" "Anima" "B" "1-2" 13 8 70 25 25 “Magical” “Undead Effective”
2151"Efreeti Fire" "Anima" "B" "1-2" 14 32 75 0 25 “Magical” “Undead Effective”
2152"Flame Thrower" "Anima" "B" "1-2" 11 9 70 0 25 “Legendary” “Undead Effective”
2153"Flame Shuriken" "Anima" "B" "1-2" 11 8 70 10 25 “Legendary” “Undead Effective”
2154"Bolganone" "Anima" "A" "1-2" 12 13 70 0 20 “Magical” “Undead Effective”
2155"Napalm" "Anima" "A" "1-2" 14 13 65 5 20 “Magical” “Undead Effective”
2156"Forblaze" "Anima" "S" "1-2" 16 16 70 5 15 “Magical” “Undead Effective”
2157"Armageddon" "Anima" "S" "3-10" 20 13 75 0 10 “Magical” “Undead Effective”
2158"Flamberge" "Anima" "S" "1-2" 16 14 75 0 15 “Legendary” “Undead Effective”
2159"Earthsplitter" "Anima" "S" "1-2" 18 16 65 0 15 “Legendary” “Undead Effective”
2160"Wind" "Wind" "E" "2-3" 4 3 90 0 40 “Magical” “Pegasus Effective”
2161"Ice Shard" "Wind" "E" "1-2" 4 3 85 0 40 “Magical” “Pegasus Effective”
2162"Elwind" "Wind" "D" "2-3" 4 4 90 0 35 “Magical” “Pegasus Effective”
2163"Icicle Shower" "Wind" "D" "1-2" 6 5 85 0 35 “Magical” “Pegasus Effective”
2164"Arcwind" "Wind" "C" "2-3" 8 6 85 0 30 “Magical” “Pegasus Effective”
2165"Blizzard" "Wind" "C" "3-10" 18 8 75 0 5 “Magical” “Pegasus Effective”
2166"Vortex" "Wind" "B" "2-3" 9 8 95 0 25 “Magical” “Pegasus Effective”
2167"Frost Nova" "Wind" "B" "1-2" 12 7 75 25 25 “Magical” “Pegasus Effective”
2168"Wind Sword" "Wind" "B" "1-2" 10 8 75 0 25 “Legendary” “Pegasus Effective”
2169"Tornado" "Wind" "A" "2-3" 11 11 85 5 20 “Magical” “Pegasus Effective”
2170"Avalanche" "Wind" "A" "1-3" 15 9 85 5 20 “Magical” “Pegasus Effective”
2171"Excalibur" "Wind" "S" "2-3" 13 14 80 5 15 “Magical” “Pegasus Effective”
2172"Fimbulvetr" "Wind" "S" "1-2" 14 13 85 10 15 “Magical” “Pegasus Effective”
2173"Fujin Yumi" "Wind" "S" "2-3" 16 13 90 0 15 “Legendary” “Pegasus Effective”
2174"Thunder" "Thunder" "E" "1-2" 6 5 70 5 40 “Magical” “Monster Effective”
2175"Jolt" "Thunder" "E" "1-2" 6 4 75 0 40 “Magical” “Monster Effective”
2176"Elthunder" "Thunder" "D" "1-2" 7 7 65 5 35 “Magical” “Monster Effective”
2177"Primer Bolt" "Thunder" "D" "1-2" 6 5 70 10 35 “Magical” “Monster Effective”
2178"Arcthunder" "Thunder" "C" "1-2" 10 9 65 10 30 “Magical” “Monster Effective”
2179"Bolting" "Thunder" "C" "3-10" 22 11 55 10 5 “Magical” “Monster Effective”
2180"Killer Thunder" "Thunder" "C" "1-2" 11 7 60 25 30 “Magical” “Monster Effective”
2181"Storm" "Thunder" "B" "1-2" 13 11 60 15 25 “Magical” “Monster Effective”
2182"Paraball" "Thunder" "B" "1-2" 12 7 60 5 25 “Magical” “Monster Effective”
2183"Bolt Axe" "Thunder" "B" "1-2" 17 12 60 10 25 “Legendary” “Monster Effective”
2184"Thundergun" "Thunder" "B" "1-2" 21 32 70 15 25 “Legendary” “Monster Effective”
2185"Thoron" "Thunder" "A" "1-2" 15 13 65 15 20 “Magical” “Monster Effective”
2186"Dire Thunder" "Thunder" "A" "1-2" 16 9 60 0 20 “Magical” “Monster Effective”
2187"Titan Thunder" "Thunder" "A" "1-2" 18 40 60 15 20 “Magical” “Monster Effective”
2188"Mjollnir" "Thunder" "S" "1-2" 18 15 65 20 15 “Magical” “Monster Effective”
2189"Blitz Bolt" "Thunder" "S" "1-2" 20 14 60 5 15 “Magical” “Monster Effective”
2190"Gungnir" "Thunder" "S" "1-2" 18 15 65 10 15 “Legendary” “Monster Effective”
2191"Lightning" "Lightning" "E" "1-2" 4 3 80 5 40 “Magical” “None”
2192"Photon" "Lightning" "E" "1-2" 5 2 90 10 40 “Magical” “None”
2193"Shine" "Lightning" "D" "1-2" 5 4 80 10 35 “Magical” “None”
2194"Moonlight" "Lightning" "D" "1-2" 7 4 80 10 35 “Magical” “None”
2195"Divine" "Lightning" "C" "1-2" 6 5 75 15 30 “Magical” “None”
2196"Resire" "Lightning" "C" "1-2" 13 6 70 0 30 “Magical” “None”
2197"Light Brand" "Lightning" "C" "1-2" 12 8 75 0 30 “Magical” “None”
2198"Aurora" "Lightning" "B" "1-2" 9 7 70 20 25 “Magical” “None”
2199"Purge" "Lightning" "B" "3-10" 17 7 70 15 5 “Magical” “None”
2200"Angel Light" "Lightning" "B" "1-2" 13 28 75 10 25 “Magical” “None”
2201"Bright Bow" "Lightning" "B" "2-3" 10 8 80 0 25 “Legendary” “None”
2202"Aura" "Lightning" "A" "1-2" 12 9 70 25 20 “Magical” “None”
2203"Starlight" "Lightning" "A" "1-2" 13 9 80 10 20 “Magical” “None”
2204"Luce" "Lightning" "S" "1-2" 15 11 70 30 15 “Magical” “None”
2205"Naga" "Lightning" "S" "1-2" 14 11 80 20 15 “Magical” “None”
2206"Longinus" "Lightning" "S" "1-2" 14 12 80 5 15 “Legendary” “None”
2207"Prelude" "Judgement" "E" "1-2" 5 4 80 0 40 “Magical” “None”
2208"Flash" "Judgement" "E" "1-2" 4 3 85 0 40 “Magical” “None”
2209"Ray" "Judgement" "D" "1-2" 7 5 90 0 35 “Magical” “None”
2210"Thani" "Judgement" "D" "1-2" 8 4 85 0 35 “Magical” “None”
2211"Cleanse" "Judgement" "C" "1-2" 10 8 85 0 30 “Magical” “None”
2212"Leviathan" "Judgement" "C" "1-2" 8 5 80 0 30 “Magical” “None”
2213"God Hand" "Judgement" "B" "1-2" 12 10 85 0 25 “Magical” “None”
2214"Retribution" "Judgement" "B" "1-2" 11 6 75 0 25 “Magical” “None”
2215"Valaura" "Judgement" "A" "1-2" 13 12 85 0 20 “Magical” “None”
2216"Avalon" "Judgement" "A" "1-2" 14 9 75 0 20 “Magical” “None”
2217"Creiddylad" "Judgement" "S" "1-2" 16 15 85 0 15 “Magical” “None”
2218"White Lightning" "Judgement" "S" "1-2" 18 7 75 0 15 “Magical” “None”
2219"Blessed Iron" "Warding" "E" "1-2" 5 3 75 0 40 “Magical” “None”
2220"Light Screen" "Warding" "E" "1-2" 6 4 70 0 40 “Magical” “None”
2221"Celestial Fire" "Warding" "D" "1-2" 6 5 70 0 35 “Magical” “None”
2222"Sacred Armor" "Warding" "D" "1-2" 7 4 85 0 35 “Magical” “None”
2223"Sacred Steel" "Warding" "C" "1-2" 8 6 75 0 30 “Magical” “None”
2224"Magic Seal" "Warding" "C" "1-2" 9 7 70 0 30 “Magical” “None”
2225"Blessed Halberd" "Warding" "C" "1-2" 11 6 75 0 30 “Legendary” “None”
2226"Divine Thunder" "Warding" "B" "1-2" 10 7 70 10 25 “Magical” “None”
2227"Communion" "Warding" "B" "1-2" 11 8 75 0 25 “Magical” “None”
2228"Divine Silver" "Warding" "A" "1-2" 13 10 70 5 20 “Magical” “None”
2229"Light Barrier" "Warding" "A" "1-2" 14 11 70 0 20 “Magical” “None”
2230"Great Barrier" "Warding" "S" "1-2" 17 12 75 0 15 “Magical” “None”
2231"Divine Ward" "Warding" "S" "1-2" 18 11 70 15 15 “Magical” “None”
2232"Flux" "Worm" "E" "1-2" 7 6 70 0 40 “Magical” “None”
2233"Worm" "Worm" "E" "1-2" 6 4 80 5 40 “Magical” “None”
2234"Carrion" "Worm" "D" "1-2" 9 8 70 0 35 “Magical” “None”
2235"Hex" "Worm" "D" "1-2" 10 8 60 0 35 “Magical” “None”
2236"Sin" "Worm" "C" "1-2" 12 11 65 0 30 “Magical” “None”
2237"Hel" "Worm" "C" "3-10" 14 -- 55 -- 5 “Magical” “None”
2238"Mire" "Worm" "C" "1-3" 12 8 60 0 30 “Magical” “None”
2239"Ruin" "Worm" "B" "1-2" 14 13 65 0 25 “Magical” “None”
2240"Luna" "Worm" "B" "1-2" 15 0 60 0 25 “Magical” “None”
2241"Shadowshot" "Worm" "B" "3-10" 20 12 55 0 5 “Magical” “None”
2242"Dark Dagger" "Worm" "B" "1-2" 12 9 70 5 20 “Legendary” “None”
2243"Faust" "Worm" "B" "1-2" 16 36 65 5 20 “Magical” “None”
2244"Fenrir" "Worm" "A" "1-2" 15 15 65 0 20 “Magical” “None”
2245"Gravity" "Worm" "A" "1-2" 17 11 60 0 20 “Magical” “None”
2246"Rune Sabre" "Worm" "A" "1-2" 15 8 65 0 20 “Legendary” “None”
2247"Runic Axe" "Worm" "A" "1-2" 20 11 60 0 20 “Legendary” “None”
2248"Apocalypse" "Worm" "S" "1-2" 19 18 65 5 15 “Magical” “None”
2249"Ereshkigal" "Worm" "S" "1-2" 19 16 90 0 15 “Magical” “None”
2250"Miasma" "Grimoire" "E" "1" 7 8 70 0 40 “Magical” “None”
2251"Shade" "Grimoire" "E" "1" 7 7 75 5 40 “Magical” “None”
2252"Banshee" "Grimoire" "D" "1" 9 9 70 10 35 “Magical” “None”
2253"Nosferatu" "Grimoire" "D" "1" 11 7 70 0 35 “Magical” “None”
2254"Acid" "Grimoire" "D" "1" 10 7 65 5 35 “Magical” “None”
2255"Goeti" "Grimoire" "C" "1" 10 11 75 0 30 “Magical” “None”
2256"Death" "Grimoire" "C" "1" 12 9 65 25 30 “Magical” “None”
2257"Dark Spikes" "Grimoire" "C" "1" 13 9 65 0 30 “Magical” “None”
2258"Void" "Grimoire" "B" "1" 12 13 70 5 25 “Magical” “None”
2259"Waste" "Grimoire" "B" "1" 15 10 50 0 25 “Magical” “None”
2260"Warlock Fist" "Grimoire" "B" "1" 12 -0 70 10 25 “Magical” “None”
2261"Nightmare" "Grimoire" "A" "1" 14 15 70 10 20 “Magical” “None”
2262"Janura" "Grimoire" "A" "1" 16 13 60 0 20 “Magical” “None”
2263"Naglfar" "Grimoire" "S" "1" 18 18 65 15 15 “Magical” “None”
2264"Loptous" "Grimoire" "S" "1" 19 13 65 10 15 “Magical” “None”
2265"Vorpal Blade" "Grimoire" "S" "1-2" 20 17 65 0 15 “Legendary” “None”
2266"Swarm" "Ancient" "E" "1-2" 6 5 65 0 40 “Magical” “None”
2267"Hustle" "Ancient" "E" "1-2" 7 5 70 0 40 “Magical” “None”
2268"Toxic" "Ancient" "D" "1-2" 9 7 65 5 35 “Magical” “None”
2269"Eclipse" "Ancient" "D" "1-2" 10 6 65 0 35 “Magical” “None”
2270"Jormungand" "Ancient" "C" "1-2" 12 8 60 0 30 “Magical” “None”
2271"Tomaharn" "Ancient" "C" "1-2" 11 8 60 0 30 “Magical” “None”
2272"Gorgon Eye" "Ancient" "B" "1-2" 14 9 55 0 25 “Magical” “None”
2273"Carreau" "Ancient" "B" "1-2" 13 10 60 5 25 “Magical” “None”
2274"Black Firebomb" "Ancient" "B" "1-2" 12 7 65 0 25 “Legendary” “None”
2275"Zahhak" "Ancient" "A" "1-2" 0 11 60 0 20 “Magical” “None”
2276"Verrine" "Ancient" "A" "1-2" 0 13 65 0 20 “Magical” “None”
2277"Blackout Bow" "Ancient" "A" "1-2" 0 9 70 0 20 “Legendary” “None”
2278"Gespenst" "Ancient" "S" "1-2" 0 14 60 0 15 “Magical” “None”
2279"Balberith" "Ancient" "S" "1-2" 0 15 55 0 15 “Magical” “None”
2280"Heal" "Healing" "E" “1” 0 0 -- 0 30 “Noncombat” “None”
2281"Antidote" "Healing" "E" "1" 0 0 -- 0 30 “Noncombat” “None”
2282"Mend" "Healing" "D" "1" 0 0 -- 0 25 “Noncombat” “None”
2283"Soothe" "Healing" "D" "1" 0 0 -- 0 25 “Noncombat” “None”
2284"Inspire" "Healing" "C" "1-3" 0 0 -- 0 20 “Noncombat” “None”
2285"Kia" "Healing" "C" "1" 0 0 -- 0 20 “Noncombat” “None”
2286"Physic" "Healing" "B" "1-MAG/2" 0 0 -- 0 15 “Noncombat” “None”
2287"Recover" "Healing" "B" "1" 0 0 -- 0 15 “Noncombat” “None”
2288"Restore" "Healing" "A" "1" 0 0 -- 0 10 “Noncombat” “None”
2289"Rejuvenate" "Healing" "A" "1-MAG/2" 0 0 -- 0 10 “Noncombat” “None”
2290"Fortify" "Healing" "S" "1-MAG/2" 0 0 -- 0 5 “Noncombat” “None”
2291"Aum" "Healing" "S" "1" 0 0 -- 0 5 “Noncombat” “None”
2292"Clear" "Bluffing" "E" "1" 0 0 -- 0 30 “Noncombat” “None”
2293"Shove" "Bluffing" "E" "1-MAG/2" 0 0 -- 0 30 “Noncombat” “None”
2294"Barrier" "Bluffing" "D" "1" 0 0 -- 0 25 “Noncombat” “None”
2295"Rescue" "Bluffing" "D" "1-MAG/2" 0 0 -- 0 25 “Noncombat” “None”
2296"Sharpness" "Bluffing" "C" "1" 0 0 -- 0 20 “Noncombat” “None”
2297"Quickness" "Bluffing" "C" "1" 0 0 -- 0 20 “Noncombat” “None”
2298"Warp" "Bluffing" "B" "1-MAG/2" 0 0 -- 0 15 “Noncombat” “None”
2299"Teleport" "Bluffing" "B" "1-MAG/2" 0 0 -- 0 15 “Noncombat” “None”
2300"Majestic" "Bluffing" "A" "1" 0 0 -- 0 10 “Noncombat” “None”
2301"Mystic" "Bluffing" "A" "1" 0 0 -- 0 10 “Noncombat” “None”
2302"Relocate" "Bluffing" "S" "1-MAG/2" 0 0 -- 0 5 “Noncombat” “None”
2303"Slow" "Ailment" "E" "1-MAG/2" 0 0 25 0 30 “Noncombat” “None”
2304"Befuddle" "Ailment" "E" "1-MAG/2" 0 0 25 0 30 “Noncombat” “None”
2305"Misfortune" "Ailment" "D" "1-MAG/2" 0 0 30 0 25 “Noncombat” “None”
2306"Poison" "Ailment" "D" "1-MAG/2" 0 0 30 0 25 “Noncombat” “None”
2307"Sleep" "Ailment" "C" "1-MAG/2" 0 0 20 0 20 “Noncombat” “None”
2308"Berserk" "Ailment" "C" "1-MAG/2" 0 0 20 0 20 “Noncombat” “None”
2309"Silence" "Ailment" "B" "1-MAG/2" 0 0 15 0 15 “Noncombat” “None”
2310"Addle" "Ailment" "B" "1-MAG/2" 0 0 15 0 15 “Noncombat” “None”
2311"Paralyze" "Ailment" "A" "1-MAG/2" 0 0 10 0 10 “Noncombat” “None”
2312"Weakness" "Ailment" "A" "1-MAG/2" 0 0 20 0 10 “Noncombat” “None”
2313"Turncoat" "Ailment" "S" "1-MAG/2" 0 0 10 0 5 “Noncombat” “None”
2314"Suffocate" "Ailment" "S" "1-MAG/2" 0 0 10 0 5 “Noncombat” “None”
2315"Surprising Shimmy" "Dance" "E" "Adjacent" 0 0 25 0 30 “Noncombat” “None”
2316"Distracting Dance" "Dance" "E" "Adjacent" 0 0 25 0 30 “Noncombat” “None”
2317"Enamoring Step" "Dance" "D" "Adjacent" 0 0 15 0 25 “Noncombat” “None”
2318"Disarming Swing" "Dance" "D" "Adjacent" 0 0 20 0 25 “Noncombat” “None”
2319"Sickening Spin" "Dance" "D" "Adjacent" 0 0 30 0 25 “Noncombat” “None”
2320"Vixen’s Waltz" "Dance" "C" "Adjacent" 0 0 15 0 20 “Noncombat” “None”
2321"Enchanting Tango" "Dance" "C" "Adjacent" 0 0 15 0 20 “Noncombat” “None”
2322"Exposing Break" "Dance" "C" "Adjacent" 0 0 20 0 20 “Noncombat” “None”
2323"Sapping Samba" "Dance" "B" "Adjacent" 0 0 15 0 15 “Noncombat” “None”
2324"Slumbering Shuffle" "Dance" "B" "Adjacent" 0 0 10 0 15 “Noncombat” “None”
2325"Denial Dance" "Dance" "A" "Adjacent" 0 0 10 0 10 “Noncombat” “None”
2326"Shut Down Shut Out" "Dance" "A" "Adjacent" 0 0 5 0 10 “Noncombat” “None”
2327"Petrifying Twist" "Dance" "S" "Adjacent" 0 0 5 0 5 “Noncombat” “None”
2328"Valkyrie’s Arrival" "Dance" "S" "Adjacent" 0 0 15 0 5 “Noncombat” “None”
2329"Hermes’ Whistle" "Lyric" "E" "Adjacent" 0 0 200 0 30 “Noncombat” “None”
2330"Artemis’ Song" "Lyric" "E" "Adjacent" 0 0 200 0 30 “Noncombat” “None”
2331"Lucky Stars" "Lyric" "E" "Adjacent" 0 0 200 0 30 “Noncombat” “None”
2332"War Cheer" "Lyric" "D" "Adjacent" 0 0 200 0 25 “Noncombat” “None”
2333"Menhit’s Whisper" "Lyric" "D" "Adjacent" 0 0 200 0 25 “Noncombat” “None”
2334"Blissful Melody" "Lyric" "C" "Adjacent" 0 0 200 0 20 “Noncombat” “None”
2335"Thor’s Ire" "Lyric" "C" "Adjacent" 0 0 200 0 20 “Noncombat” “None”
2336"Army Rally" "Lyric" "B" "Adjacent" 0 0 200 0 15 “Noncombat” “None”
2337"Mighty Refrain" "Lyric" "B" "Adjacent" 0 0 200 0 15 “Noncombat” “None”
2338"Ninis’ Grace" "Lyric" "B" "Adjacent" 0 0 200 0 15 “Noncombat” “None”
2339"Hanon’s Tune" "Lyric" "A" "Adjacent" 0 0 200 0 10 “Noncombat” “None”
2340"Set’s Litany" "Lyric" "A" "Adjacent" 0 0 200 0 10 “Noncombat” “None”
2341"Filla’s Might" "Lyric" "S" "Adjacent" 0 0 200 0 5 “Noncombat” “None”
2342"Elimine’s Ballad" "Lyric" "S" "Adjacent" 0 0 200 0 5 “Noncombat” “None”
2343"Soldier’s Drum" "Instrument" "E" "Adjacent" 0 0 200 0 30 “Noncombat” “None”
2344"Charming Flute" "Instrument" "E" "Adjacent" 0 0 200 0 30 “Noncombat” “None”
2345"Warding Lute" "Instrument" "D" "Adjacent" 0 0 200 0 25 “Noncombat” “None”
2346"Vagrant Whistle" "Instrument" "D" "Adjacent" 0 0 200 0 25 “Noncombat” “None”
2347"Gentle Flute" "Instrument" "C" "Adjacent" 0 0 200 0 20 “Noncombat” “None”
2348"Glory Chime" "Instrument" "C" "Adjacent" 0 0 200 0 20 “Noncombat” “None”
2349"Dragon Flute" "Instrument" "B" "Adjacent" 0 0 200 0 15 “Noncombat” “None”
2350"Sacae’s Whistle" "Instrument" "B" "Adjacent" 0 0 200 0 15 “Noncombat” “None”
2351"Repelling Bagpipes" "Instrument" "A" "Adjacent" 0 0 200 0 10 “Noncombat” “None”
2352"Romantic Guitar" "Instrument" "A" "Adjacent" 0 0 200 0 10 “Noncombat” “None”
2353"Divine Harp" "Instrument" "S" "Adjacent" 0 0 200 0 5 “Noncombat” “None”
2354"Solar Gong" "Instrument" "S" "Adjacent" 0 0 200 0 5 “Noncombat” “None”
2355with 100 blank rows
2356
2357Part 4 - Combat
2358
2359Chapter - Combat Variables
2360
2361Current attacker is a text that varies. Current attacker is "NONE".
2362Current defender is a text that varies. Current defender is "NONE".
2363
2364Optional attacker attack is a number that varies. Optional attacker attack is 0.
2365Optional defender defence is a number that varies. Optional defender defence is 0.
2366Optional defender attack is a number that varies. Optional defender attack is 0.
2367Optional attacker defence is a number that varies. Optional attacker defence is 0.
2368Optional attacker damage is a number that varies. Optional attacker damage is 0.
2369Optional defender damage is a number that varies. Optional defender damage is 0.
2370
2371
2372Attacker terrain is a text that varies. Attacker terrain is "Plains".
2373Defender terrain is a text that varies. Defender terrain is "Plains".
2374Attacker terrain value is a number that varies. Attacker terrain value is 0.
2375Defender terrain value is a number that varies. Defender terrain value is 0.
2376Attacker terrain defence is a number that varies. Attacker terrain defence is 0.
2377Defender terrain defence is a number that varies. Defender terrain defence is 0.
2378
2379Attacker EVA is a number that varies. Attacker EVA is 0.
2380Defender EVA is a number that varies. Defender EVA is 0.
2381Attacker AS is a number that varies. Attacker AS is 0.
2382Defender AS is a number that varies. Defender AS is 0.
2383
2384Attacker weapon is a text that varies. Attacker weapon is "NONE".
2385Defender weapon is a text that varies. Defender weapon is "NONE".
2386
2387Attacker proficiency is a number that varies. Attacker proficiency is 0.
2388Defender proficiency is a number that varies. Defender proficiency is 0.
2389
2390Attacker crit is a number that varies. Attacker crit is 0.
2391Defender crit is a number that varies. Defender crit is 0.
2392
2393Defender dodge is a number that varies. Defender dodge is 0.
2394Attacker dodge is a number that varies. Attacker dodge is 0.
2395
2396Attacker damage is a number that varies. Attacker damage is 0.
2397Defender damage is a number that varies. Defender damage is 0.
2398
2399Attacker hit is a number that varies. Attacker hit is 0.
2400Defender hit is a number that varies. Defender hit is 0.
2401
2402Attacker Advantage is a truth state that varies. Attacker Advantage is false.
2403Defender Advantage is a truth state that varies. Attacker Advantage is false.
2404
2405Hitting is a truth state that varies. Hitting is false.
2406Critting is a truth state that varies. Critting is false.
2407
2408Attacker defence is a number that varies. Attacker defence is 0.
2409Defender defence is a number that varies. Attacker defence is 0.
2410
2411Might is a number that varies. Might is 0.
2412Adjacency is a truth state that varies. Adjacency is true.
2413
2414Attacker active is a truth state that varies. Attacker active is true.
2415
2416Chapter - Battle
2417
2418The Battle Maker is south of the Main Menu. "
2419[link]Attacker: [current attacker][as]x attacker[end link][line break]
2420[link]Defender: [current defender][as]x defender[end link][line break]
2421
2422[link]BATTLE[end link]!
2423
2424[link] Attacker terrain: [attacker terrain] - [attacker terrain value]EVA/[attacker terrain defence]DR[as]x terrain 1[end link][line break]
2425[link]Defender terrain: [defender terrain] - [defender terrain value]EVA/[defender terrain defence]DR[as]x terrain 2[end link][line break]
2426[link]Combatants are [if adjacency is false]not [end if]considered adjacent[as]adjacent[end link][line break]
2427[link][attacker effects][as]x effect 1[end link][line break]
2428[link][defender effects][as]x effect 2[end link][line break]
2429
2430[link]Reset everything[end link][line break]
2431[link]Return to Mai[bracket]n[close bracket] Menu[as]N[end link][line break]"
2432
2433Adjacenting is an action applying to nothing. Understand "adjacent" as adjacenting.
2434
2435Resetting everything is an action applying to nothing. Understand "reset everything" as resetting everything.
2436
2437Carry out resetting everything:
2438 say "All battle stats reset.";
2439 now current attacker is "NONE";
2440 now Current defender is "NONE";
2441 now Optional attacker attack is 0;
2442 now Optional defender defence is 0;
2443 now Optional defender attack is 0;
2444 now Optional attacker defence is 0;
2445 now Optional attacker damage is 0;
2446 now Optional defender damage is 0;
2447 now Attacker terrain is "Plains";
2448 now Defender terrain is "Plains";
2449 now Attacker terrain value is 0;
2450 now Defender terrain value is 0;
2451 now Attacker terrain defence is 0;
2452 now Defender terrain defence is 0;
2453 now Attacker EVA is 0;
2454 now Defender EVA is 0;
2455 now Attacker AS is 0;
2456 now Defender AS is 0;
2457 now Attacker weapon is "NONE";
2458 now Defender weapon is "NONE";
2459 now Attacker proficiency is 0;
2460 now Defender proficiency is 0;
2461 now Attacker crit is 0;
2462 now Defender crit is 0;
2463 now Defender dodge is 0;
2464 now Attacker dodge is 0;
2465 now Attacker damage is 0;
2466 now Defender damage is 0;
2467 now Attacker hit is 0;
2468 now Defender hit is 0;
2469 now Attacker Advantage is false;
2470 now Attacker Advantage is false;
2471 now Hitting is false;
2472 now Critting is false;
2473 now Attacker defence is 0;
2474 now Attacker defence is 0;
2475 now Might is 0;
2476 now Adjacency is true;
2477 now Attacker active is true;
2478 repeat through the table of statuses:
2479 now attacker entry is 0;
2480 now defender entry is 0;
2481 now optional attacker damage is 0;
2482 now optional defender damage is 0;
2483 try looking.
2484
2485Carry out adjacenting:
2486 if adjacency is true:
2487 say "Now combatants aren't adjacent.";
2488 now adjacency is false;
2489 else:
2490 say "Now combatants are adjacent.";
2491 now adjacency is true.
2492
2493A selectable is a kind of thing. A selectable is usually scenery.
2494
2495Defender is a selectable in the Battle Maker.
2496Attacker is a selectable in the Battle Maker.
2497
2498Terrain 1 is a selectable in the Battle Maker. The description of terrain 1 is "[land list]".
2499Terrain 2 is a selectable in the Battle Maker. The description of terrain 2 is "[land list]".
2500
2501To say land list:
2502 repeat through the table of terrain:
2503 say "[link][terrain entry] - [evasion entry]EVA/[DR entry]DR[as]terrain [terrain entry][end link][line break]".
2504
2505A selectable is either salient or not salient. A selectable is usually not salient.
2506
2507Before examining a selectable:
2508 now every selectable is not salient;
2509 now the noun is salient.
2510
2511The description of a selectable is usually "Choose your [the noun]:
2512
2513[party]".
2514
2515Check going north from the battle maker:
2516 reset all the stats.
2517
2518Applicating is an action applying to one topic and one thing. Understand "apply [text] to [thing]" as Applicating.
2519
2520Attacker WTD ignoring is a truth state that varies. Attacker WTD ignoring is false.
2521Defender WTD ignoring is a truth state that varies. Defender WTD ignoring is false.
2522
2523Check applicating:
2524 if the noun is not a selectable:
2525 say "You can't apply an effect to that." instead.
2526
2527
2528Carry out Applicating:
2529 now the noun is salient;
2530 if the topic understood is "Soldier's Drum":
2531 if the attacker is salient:
2532 now attacker WTD ignoring is true;
2533 else:
2534 now defender WTD ignoring is true.
2535
2536Table of Statuses
2537Status DR Hit Evade Crit Dodge Damage AS Attacker Defender
2538"Hermes' Whistle" 0 0 10 0 0 0 0 0 0
2539"Artemis' Song" 0 10 0 0 0 0 0 0 0
2540"Lucky Stars" 0 0 0 5 5 0 0 0 0
2541"War Cheer" 0 0 0 0 0 2 0 0 0
2542"Menhit's Whisper" 2 0 0 0 0 0 0 0 0
2543"Blissful Melody" 0 0 0 0 0 0 2 0 0
2544"Thor’s Ire" 0 0 0 10 0 0 0 0 0
2545"Army Rally" 0 10 10 0 0 0 0 0 0
2546"Mighty Refrain" 0 0 0 0 0 3 0 0 0
2547"Ninis’ Grace" 3 0 0 0 0 0 0 0 0
2548"Hanon’s Tune" 0 0 0 0 0 0 3 0 0
2549"Set’s Litany" 0 10 0 10 0 0 0 0 0
2550"Filla’s Might" 0 0 0 10 0 3 0 0 0
2551"Elimine’s Ballad" 3 0 0 0 25 0 0 0 0
2552"Surprise Shimmy" 0 -10 0 0 0 0 0 0 0
2553"Distracting Dance" 0 0 -10 0 0 0 0 0 0
2554"Enchanting Tango" 0 -15 -15 0 0 0 0 0 0
2555"Sapping Samba" 0 0 0 0 0 -3 0 0 0
2556"Valkyrie's Arrival" 0 0 0 0 0 -5 -3 0 0
2557"Combat Ring" 0 5 0 0 0 1 0 0 0
2558"Shield Ring" 1 0 5 0 0 0 0 0 0
2559"Jinxed Ring" 0 0 0 10 -10 0 0 0 0
2560"Charisma" 0 10 10 0 0 0 0 0 0
2561"Charisma+" 0 15 15 0 0 0 0 0 0
2562"Daunt" 0 -5 -5 -5 0 0 0 0 0
2563"Daunt+" 0 -10 -10 -10 0 0 0 0 0
2564"Gamble" 0 -20 0 15 0 0 0 0 0
2565"Gamble+" 0 -15 0 10 0 0 0 0 0
2566with 50 blank rows.
2567
2568
2569Effect 1 is a selectable in battle maker.
2570Effect 2 is a selectable in battle maker.
2571
2572The description of effect 1 is "[effect list]".
2573The description of effect 2 is "[effect list]".
2574
2575To say effect list:
2576 repeat through the table of statuses:
2577 say "[link][status entry][as]effect [status entry][end link][line break]"
2578
2579To say attacker effects:
2580 say "Attacker effects:";
2581 repeat through the table of statuses:
2582 if attacker entry is 1:
2583 say " [status entry] (";
2584 if DR entry is not 0:
2585 say "[dr entry]DR ";
2586 if Hit entry is not 0:
2587 say "[hit entry]Hit ";
2588 if evade entry is not 0:
2589 say "[evade entry]Eva";
2590 if Crit entry is not 0:
2591 say "[Crit entry]Crit";
2592 if Damage entry is not 0:
2593 say "[Damage entry]Dam";
2594 if AS entry is not 0:
2595 say "[AS entry]AS";
2596 say "), ".
2597
2598To say defender effects:
2599 say "Defender effects:";
2600 repeat through the table of statuses:
2601 if defender entry is 1:
2602 say " [status entry] (";
2603 if DR entry is not 0:
2604 say "[dr entry]DR ";
2605 if Hit entry is not 0:
2606 say "[hit entry]Hit ";
2607 if evade entry is not 0:
2608 say "[evade entry]Eva";
2609 if Crit entry is not 0:
2610 say "[Crit entry]Crit";
2611 if Damage entry is not 0:
2612 say "[Damage entry]Dam";
2613 if AS entry is not 0:
2614 say "[AS entry]AS";
2615 say "), ".
2616
2617Effecting is an action applying to one topic. Understand "effect [text]" as effecting.
2618
2619Check effecting:
2620 if no selectable is salient:
2621 now effect 1 is salient;
2622 let T be the topic understood in title case;
2623 repeat through the table of statuses:
2624 if status entry is T:
2625 if effect 1 is salient:
2626 if attacker entry is 1:
2627 now attacker entry is 0;
2628 else:
2629 now attacker entry is 1;
2630 else:
2631 if defender entry is 0:
2632 now defender entry is 1;
2633 else:
2634 now defender entry is 0;
2635 try looking.
2636
2637Battling is an action applying to nothing. Understand "battle" as battling.
2638
2639Terraining is an action applying to one topic. Understand "terrain [text]" as terraining.
2640
2641Check terraining:
2642 if no selectable is salient:
2643 now terrain 1 is salient;
2644 let T be the topic understood in title case;
2645 if terrain 1 is salient:
2646 now attacker terrain is T;
2647 now attacker terrain value is 0;
2648 now attacker terrain defence is 0;
2649 else:
2650 now defender terrain value is 0;
2651 now defender terrain defence is 0;
2652 now defender terrain is T;
2653 repeat through the Table of Terrain:
2654 if the terrain entry is T:
2655 if terrain 1 is salient:
2656 now attacker terrain is T;
2657 now attacker terrain value is the evasion corresponding to a terrain of attacker terrain in the table of terrain;
2658 now attacker terrain defence is the DR corresponding to a terrain of attacker terrain in the table of terrain;
2659 else:
2660 now defender terrain is T;
2661 now defender terrain value is the evasion corresponding to a terrain of defender terrain in the table of terrain;
2662 now defender terrain defence is the DR corresponding to a terrain of defender terrain in the table of terrain;
2663 try looking.
2664
2665Table of Terrain
2666Terrain Evasion DR
2667"Plains" 0 0
2668"Floor" 0 0
2669"Sand" 0 0
2670"Forest" 15 1
2671"Deep Forest" 30 1
2672"Pillar" 15 1
2673"Desert" 0 0
2674"Hill" 20 2
2675"Mountain" 30 2
2676"Fort" 10 0
2677"Water" 5 0
2678with 20 blank rows
2679
2680Check battling:
2681 if current attacker is "NONE":
2682 say "[link]You need to select an attacker first[as]x attacker[end link]." instead;
2683 if current defender is "NONE":
2684 say "[link]You need to select a defender first[as]x defender[end link]." instead;
2685 now attacker weapon is the weapon corresponding to a name of current attacker in the table of characters;
2686 now defender weapon is the weapon corresponding to a name of current defender in the table of characters;
2687 if attacker weapon is "NONE":
2688 say "The attacker has no weapon to attack with." instead;
2689 choose the row with the name of attacker weapon in the table of weapons;
2690 if the category entry is "Noncombat":
2691 say "You can't attack with [category entry]!".
2692
2693Carry out battling:
2694 crunch the numbers;
2695 calculate advantage;
2696 calculate effectiveness;
2697 check vantage;
2698 run an attack;
2699 check countering;
2700 if counterable is true and defender attacks is greater than 0:
2701 counterattack;
2702 perform any extra hits;
2703 reset battle stats.
2704
2705To reset battle stats:
2706 now attacker attacks is 1;
2707 now defender attacks is 1;
2708 now counterable is false;
2709 now attacker advantage is false;
2710 now defender advantage is false;
2711 now attacker active is true.
2712
2713Attacker triangle is a text that varies. Attacker triangle is "None".
2714Defender triangle is a text that varies. Defender triangle is "None".
2715Counterable is a truth state that varies. Counterable is false.
2716
2717To calculate advantage:
2718 choose the row with the name of attacker weapon in the table of weapons;
2719 if the type entry is "Slashing" or the type entry is "Crushing" or the type entry is "Thrusting":
2720 now attacker triangle is "Sword";
2721 otherwise if the type entry is "Spear" or the type entry is "Piercing" or the type entry is "Polearm":
2722 now attacker triangle is "Lance";
2723 otherwise if the type entry is "Hacker" or the type entry is "Bludgeon" or the type entry is "Throwing":
2724 now attacker triangle is "Axe";
2725 otherwise if the type entry is "Anima" or the type entry is "Wind" or the type entry is "Thunder":
2726 now attacker triangle is "Anima";
2727 otherwise if the type entry is "Lightning" or the type entry is "Judgement" or the type entry is "Warding":
2728 now attacker triangle is "Light";
2729 otherwise if the type entry is "Dread" or the type entry is "Grimoire" or the type entry is "Ancient":
2730 now attacker triangle is "Dark";
2731 otherwise:
2732 now attacker triangle is "None";
2733 choose the row with the name of defender weapon in the table of weapons;
2734 if the type entry is "Slashing" or the type entry is "Crushing" or the type entry is "Thrusting":
2735 now defender triangle is "Sword";
2736 otherwise if the type entry is "Spear" or the type entry is "Piercing" or the type entry is "Polearm":
2737 now defender triangle is "Lance";
2738 otherwise if the type entry is "Hacker" or the type entry is "Bludgeon" or the type entry is "Throwing":
2739 now defender triangle is "Axe";
2740 otherwise if the type entry is "Anima" or the type entry is "Wind" or the type entry is "Thunder":
2741 now defender triangle is "Anima";
2742 otherwise if the type entry is "Lightning" or the type entry is "Judgement" or the type entry is "Warding":
2743 now defender triangle is "Light";
2744 otherwise if the type entry is "Dread" or the type entry is "Grimoire" or the type entry is "Ancient":
2745 now defender triangle is "Dark";
2746 otherwise:
2747 now defender triangle is "None";
2748 if attacker triangle is "Sword":
2749 if defender triangle is "Lance":
2750 now attacker advantage is false;
2751 now defender advantage is true;
2752 otherwise if the defender triangle is "Axe":
2753 now defender advantage is false;
2754 now attacker advantage is true;
2755 otherwise:
2756 now defender advantage is false;
2757 now attacker advantage is false;
2758 otherwise if attacker triangle is "Axe":
2759 if defender triangle is "Sword":
2760 now attacker advantage is false;
2761 now defender advantage is true;
2762 otherwise if the defender triangle is "Lance":
2763 now defender advantage is false;
2764 now attacker advantage is true;
2765 otherwise:
2766 now defender advantage is false;
2767 now attacker advantage is false;
2768 otherwise if attacker triangle is "Lance":
2769 if defender triangle is "Axe":
2770 now attacker advantage is false;
2771 now defender advantage is true;
2772 otherwise if the defender triangle is "Sword":
2773 now defender advantage is false;
2774 now attacker advantage is true;
2775 otherwise:
2776 now defender advantage is false;
2777 now attacker advantage is false;
2778 otherwise if attacker triangle is "Anima":
2779 if defender triangle is "Dark":
2780 now attacker advantage is false;
2781 now defender advantage is true;
2782 otherwise if the defender triangle is "Light":
2783 now defender advantage is false;
2784 now attacker advantage is true;
2785 otherwise:
2786 now defender advantage is false;
2787 now attacker advantage is false;
2788 otherwise if attacker triangle is "Dark":
2789 if defender triangle is "Light":
2790 now attacker advantage is false;
2791 now defender advantage is true;
2792 otherwise if the defender triangle is "Anima":
2793 now defender advantage is false;
2794 now attacker advantage is true;
2795 otherwise:
2796 now defender advantage is false;
2797 now attacker advantage is false;
2798 otherwise if attacker triangle is "Light":
2799 if defender triangle is "Anima":
2800 now attacker advantage is false;
2801 now defender advantage is true;
2802 otherwise if the defender triangle is "Dark":
2803 now defender advantage is false;
2804 now attacker advantage is true;
2805 otherwise:
2806 now defender advantage is false;
2807 now attacker advantage is false;
2808 otherwise:
2809 now defender advantage is false;
2810 now attacker advantage is false.
2811
2812To calculate effectiveness:
2813 choose the row with the name of attacker weapon in the table of weapons;
2814 [if bonus is "Horseback":]
2815
2816To set directionality:
2817 [this swaps absolute values of attacker and defender into relative values of actor and target, the purpose being a greater reduction in repeated code]
2818 if attacker active is true:
2819 now target optional damage is optional defender damage;
2820 now actor optional damage is optional attacker damage;
2821 now current actor is current attacker;
2822 now current target is current defender;
2823 now actor weapon is attacker weapon;
2824 now target weapon is defender weapon;
2825 now target eva is defender eva;
2826 now actor hit is attacker hit;
2827 now target hit is defender hit;
2828 if attacker advantage is true:
2829 now current advantage is "Actor";
2830 else if defender advantage is true:
2831 now current advantage is "Target";
2832 else:
2833 now current advantage is "None";
2834 now Actor WTD ignoring is attacker WTD ignoring;
2835 now actor crit is attacker crit;
2836 now target dodge is defender dodge;
2837 now actor damage is attacker damage;
2838 now target terrain value is defender terrain value;
2839 now target defence is defender defence;
2840 now target terrain defence is defender terrain defence;
2841 now target optional defence is optional defender defence;
2842 else:
2843 now target optional damage is optional attacker damage;
2844 now actor optional damage is optional defender damage;
2845 now current actor is current defender;
2846 now current target is current attacker;
2847 now actor weapon is defender weapon;
2848 now target weapon is attacker weapon;
2849 now target eva is attacker eva;
2850 now actor eva is defender eva;
2851 now target hit is attacker hit;
2852 now actor hit is defender hit;
2853 if attacker advantage is true:
2854 now current advantage is "Target";
2855 else if defender advantage is true:
2856 now current advantage is "Actor";
2857 else:
2858 now current advantage is "None";
2859 now Actor WTD ignoring is defender WTD ignoring;
2860 now actor crit is defender crit;
2861 now target dodge is attacker dodge;
2862 now actor damage is defender damage;
2863 now target terrain value is attacker terrain value;
2864 now target defence is attacker defence;
2865 now target terrain defence is attacker terrain defence;
2866 now target optional defence is optional attacker defence;
2867 now actor skill is the skill corresponding to a name of current actor in the table of characters;
2868 now target skill is the skill corresponding to a name of current target in the table of characters;
2869 now actor SKL is the SKL corresponding to a name of current actor in the table of characters;
2870 now actor LUK is the LUK corresponding to a name of current actor in the table of characters;
2871 now target SKL is the SKL corresponding to a name of current target in the table of characters;
2872 now target LUK is the LUK corresponding to a name of current target in the table of characters;
2873 now actor health is the current HP corresponding to a name of current actor in the table of characters;
2874 now target health is the current HP corresponding to a name of current target in the table of characters;
2875 now actor max is the HP corresponding to a name of current actor in the table of characters;
2876 now target max is the HP corresponding to a name of current target in the table of characters;
2877
2878
2879Target eva is a number that varies. Target eva is 0.
2880Actor eva is a number that varies. Actor eva is 0.
2881Actor hit is number that varies. Actor hit is 0.
2882Target hit is a number that varies. Target hit is 0.
2883Current advantage is a text that varies. Current advantage is "None".
2884Actor skill is a text that varies. Actor skill is "None".
2885Target skill is a text that varies. Target skill is "None".
2886Actor crit is a number that varies. Actor crit is 0.
2887Target dodge is a number that varies. Target dodge is 0.
2888Attacker bonus is a text that varies. Attacker bonus is "None".
2889Defender bonus is a text that varies. Defender bonus is "None".
2890Actor weapon is a text that varies. Actor weapon is "None".
2891Target weapon is a text that varies. Target weapon is "None".
2892Actor WTD ignoring is a truth state that varies. Actor WTD ignoring is false.
2893Actor damage is a number that varies. Actor damage is 0.
2894Target optional damage is a number that varies. Target optional damage is 0.
2895Actor optional damage is a number that varies. Actor optional damage is 0.
2896Target terrain value is a number that varies. Target terrain value is 0.
2897Target defence is a number that varies. Target defence is 0.
2898Target terrain defence is a number that varies. Target terrain defence is 0.
2899Target optional defence is a number that varies. Target optional defence is 0.
2900Actor SKL is a number that varies. Actor SKL is 0.
2901Actor LUK is a number that varies. Actor LUK is 0.
2902Target SKL is a number that varies. Target SKL is 0.
2903Target LUK is a number that varies. Target LUK is 0.
2904Target health is a number that varies. Target health is 0.
2905Actor health is a number that varies. Actor health is 0.
2906Actor max is a number that varies. Actor max is 0.
2907Target max is a number that varies. Target max is 0.
2908
2909Chapter - Attack Processing
2910
2911To run an attack:
2912 set directionality;
2913 if attacker active is true:
2914 decrease attacker attacks by 1;
2915 say "[current actor] attacks with [actor weapon]. [current target] defends while wielding [target weapon].";
2916 else:
2917 decrease defender attacks by 1;
2918 say "[paragraph break][current actor]'s hit: [actor hit]";
2919 if target eva is greater than 0:
2920 say " - [target eva]";
2921 decrease actor hit by target EVA;
2922 if current advantage is "Actor":
2923 say " + 15";
2924 increase actor hit by 15;
2925 if current advantage is "Target" and actor WTD ignoring is false:
2926 say " - 15";
2927 decrease actor hit by 15;
2928 if target terrain value is greater than 0:
2929 say " - [target terrain value ]";
2930 decrease actor hit by defender terrain value ;
2931 if attacker active is true:
2932 if attacker hit is not actor hit:
2933 say " = [actor hit]";
2934 else:
2935 if defender hit is not actor hit:
2936 say " = [actor hit]";
2937 let H be a random number between 1 and 100;
2938 say "[line break]Hit roll: [H], ";
2939 if H is at most actor hit:
2940 say "hit!";
2941 now hitting is true;
2942 else:
2943 say "miss!";
2944 now hitting is false;
2945 if hitting is true:
2946 if target skill is "Fortune" and actor skill is not "Awareness":
2947 say "No crit roll due to [current target]'s Fortune skill";
2948 otherwise if actor crit is greater than target dodge:
2949 let C be (actor crit - target dodge);
2950 let H be a random number between 1 and 100;
2951 say "Crit roll: [H], ";
2952 if H is at most C:
2953 say "crit!";
2954 now critting is true;
2955 else:
2956 say "no crit";
2957 now critting is false;
2958 else:
2959 say "No crit roll.";
2960 say line break;
2961 say "Damage: ";
2962 check ignis;
2963 if actor optional damage is not 0:
2964 let OD be actor optional damage;
2965 say "[actor damage] + [OD]";
2966 increase actor damage by actor optional damage;
2967 if critting is true:
2968 let A be actor damage;
2969 let D be (actor damage * 3);
2970 say "[A] x 3 =";
2971 now actor damage is D;
2972 say "[actor damage]";
2973 if target defence is greater than 0:
2974 check luna;
2975 decrease actor damage by target defence;
2976 say " - [target defence]";
2977 if target terrain defence is greater than 0:
2978 decrease actor damage by target terrain defence;
2979 say " - [target terrain defence]";
2980 if target optional defence is greater than 0:
2981 say " - [target optional defence]";
2982 decrease actor damage by target optional defence;
2983 if target optional defence + target terrain defence + target defence is at most 0:
2984 say "- 0 ";
2985 if actor damage is less than 0:
2986 now actor damage is 0;
2987 say " = [actor damage]dmg";
2988 decrease target health by actor damage;
2989 check sol;
2990 test resolve;
2991 say line break;
2992 if target health < 2 and actor skill is not "Awareness":
2993 check miracle;
2994 say "[line break][current target]: [target health]/[target max]";
2995 if target health is less than one:
2996 say "[line break][current target] is dead";
2997 say line break;
2998 choose the row with a name of current target in the table of characters;
2999 now the current hp entry is target health;
3000 check post-attack skills.
3001
3002To check post-attack skills:
3003 check counter skill;
3004 check who is alive;
3005 check cancelling;
3006 if hitting is true:
3007 check adept;
3008 now target resolve is false;
3009 now actor resolve is false;
3010 now actor wrath is false.
3011
3012To check who is alive:
3013 choose the row with name of current target in the table of characters;
3014 if current hp is less than 1:
3015 say "[line break]Combat ends with [current target]'s death.";
3016 check if attacker is alive;
3017 reset battle stats instead;
3018 check if attacker is alive.
3019
3020To check if attacker is alive:
3021 choose the row with name of current actor in the table of characters;
3022 if current hp is less than 1:
3023 say "[line break]Combat ends with [current actor]'s death.";
3024 reset battle stats instead.
3025
3026
3027To perform any extra hits:
3028 let X be Attacker AS - 4;
3029 if X is at least Defender AS:
3030 increase attacker attacks by 1;
3031 if attacker attacks is greater than 0:
3032 now attacker active is true;
3033 run an attack;
3034 let X be Defender AS - 4;
3035 if X is at least Attacker AS:
3036 increase defender attacks by 1;
3037 if counterable is true and defender attacks is greater than 0:
3038 now attacker active is false;
3039 run an attack.
3040
3041
3042
3043Chapter Skills
3044
3045To check vantage:
3046 let X be the skill corresponding to a name of current defender in the table of characters;
3047 let Y be the skill corresponding to a name of current attacker in the table of characters;
3048 if Y is not "Awareness":
3049 let H be the current HP corresponding to a name of current attacker in the table of characters;
3050 let M be the HP corresponding to a name of current attacker in the table of characters;
3051 let V1 be M * 0.3;
3052 let V2 be (M * 0.4);
3053 if X is "Vantage" and H is at most V1:
3054 now attacker active is false;
3055 say "[current defender]'s Vantage successfully triggers!";
3056 run vantage battle order instead;
3057 if X is "Vantage+" and H is at most V2:
3058 run vantage+ battle order instead.
3059
3060To run vantage battle order:
3061 check countering;
3062 if counterable is true and defender attacks is greater than 0:
3063 counterattack;
3064 now attacker active is true;
3065 run an attack;
3066 perform any extra hits;
3067 reset battle stats.
3068
3069
3070To run vantage+ battle order:
3071 check countering;
3072 if counterable is true and defender attacks is greater than 0:
3073 counterattack;
3074 perform any extra hits;
3075 now attacker active is true;
3076 run an attack;
3077 reset battle stats.
3078
3079
3080Actor resolve is a truth state that varies. Actor resolve is false.
3081Target resolve is a truth state that varies. Target resolve is false.
3082
3083To check sol:
3084 if actor skill is "Sol" and target skill is not "Awareness":
3085 let Y be (actor SKL + actor LUK);
3086 let N be a random number between 1 and 100;
3087 if N is at most Y:
3088 increase actor health by actor damage;
3089 if actor health is greater than actor max:
3090 now actor health is actor max;
3091 say "[line break]Sol triggers! [current actor] gains [actor damage] HP.".
3092
3093Actor wrath is a truth state that varies. Actor wrath is false.
3094
3095Thirty percent is a real number that varies. Thirty percent is 0.3.
3096Forty percent is a real number that varies. Forty percent is 0.4.
3097
3098To test resolve:
3099 let A be actor max * thirty percent;
3100 let T be target max * thirty percent;
3101 let B be actor max * forty percent;
3102 let U be target max * forty percent;
3103 if actor skill is "Resolve" and target skill is not "Awareness" and actor health is at most A and actor resolve is false:
3104 let S be (actor SKL / 2);
3105 increase actor SKL by S;
3106 say "([current actor]'s Resolve triggers)";
3107 now actor resolve is true;
3108 if target skill is "Resolve" and actor skill is not "Awareness" and target health is at most T and target resolve is false:
3109 let S be (target SKL / 2);
3110 increase target SKL by S;
3111 say "([current actor]'s Resolve triggers)";
3112 now actor resolve is true;
3113 if actor skill is "Wrath" and target skill is not "Awareness" and actor health is at most A and actor wrath is false:
3114 increase actor crit by 30;
3115 now actor wrath is true;
3116 if actor skill is "Wrath+" and target skill is not "Awareness" and actor health is at most B and actor wrath is false:
3117 increase actor crit by 40;
3118 now actor wrath is true.
3119
3120To check miracle:
3121 if actor skill is "Miracle" or actor skill is "Miracle+":
3122 let Y be (actor LUK * 2);
3123 let N be a random number between 1 and 100;
3124 if N is at most Y:
3125 say "(Miracle triggers!)";
3126 if actor skill is "Miracle":
3127 now target health is 1;
3128 if actor skill is "Miracle+":
3129 increase target health by actor damage;
3130 let H be (target health / 2);
3131 now target health is H.
3132
3133To check luna:
3134 if target skill is not "Awareness":
3135 if actor skill is "Luna" or actor skill is "Luna+":
3136 let Y be actor SKL;
3137 if actor skill is "Luna+":
3138 increase Y by actor LUK;
3139 let N be a random number between 1 and 100;
3140 if N is at most Y:
3141 now target defence is (target defence / 2);
3142 say "(Luna successfully triggers)";
3143 else:
3144 say "(Luna fails to trigger)".
3145
3146Current actor is a text that varies. Current Actor is "NONE".
3147Current target is a text that varies. Current Defender is "NONE"
3148
3149To check ignis:
3150 let bonus be 0;
3151 if attacker active is true:
3152 now bonus is attacker ignis;
3153 else:
3154 now bonus is defender ignis;
3155 if target skill is not "Awareness" and actor skill is "Ignis":
3156 let Y be actor SKL + actor LUK;
3157 let N be a random number between 1 and 100;
3158 if N is at most Y:
3159 let new damage be actor damage + bonus;
3160 say "[actor damage] + [bonus] (from successful Ignis roll of [N] equal or under [Y]) = [New damage]";
3161 increase actor damage by bonus;
3162 else:
3163 say "(Ignis roll of [N] is greater than [Y], Ignis fails to trigger)".
3164
3165
3166[TO DO for V2 - To deal with attacker's weapon quality:
3167 choose the row with name of current defender in the table of characters;]
3168
3169Out of range is a truth state that varies. Out of range is false.
3170
3171To check adept:
3172 if target skill is not "Awareness":
3173 if actor skill is "Adept" or actor skill is "Adept+":
3174 let Y be actor SKL;
3175 if actor skill is "Adept+":
3176 increase Y by actor LUK;
3177 let N be a random number between 1 and 100;
3178 if N is at most Y:
3179 say "Adept successfully triggers. (Roll: [N], equal or less than [Y])[line break]";
3180 run an attack;
3181 else:
3182 say "Adept fails to trigger. (Roll: [N], greater than [Y].)[line break]".
3183
3184To check counter skill:
3185 if actor skill is not "Awareness":
3186 let counter skill be 0;
3187 if target skill is "Counter" or target skill is "Counter+":
3188 if adjacency is true and target skill is "Counter":
3189 now counter skill is 1;
3190 if target skill is "Counter+":
3191 now counter skill is 1;
3192 if counter skill is 1:
3193 say "[line break][current target]'s Counter skill triggers. [Current attacker] takes [actor damage].";
3194 choose the row with name of current actor in the table of characters;
3195 decrease target health by actor damage;
3196 now current hp entry is target health;
3197 test resolve;
3198 if current hp entry is less than 1:
3199 say "[Current attacker] is dead.".
3200
3201
3202To check cancelling:
3203 if target skill is not "Awareness":
3204 if actor skill is "Cancel":
3205 let Y be actor LUK + actor SKL;
3206 let N be a random number between 1 and 100;
3207 if N is at most Y:
3208 say "Counterattack Cancelled. (Roll: [N], equal or less than [Y])[line break]";
3209 if attacker active is true:
3210 decrease defender attacks by 1;
3211 else:
3212 decrease attacker attacks by 1;
3213 if actor skill is "Cancel+":
3214 say "Counterattack Cancelled.[line break]";
3215 if attacker active is true:
3216 decrease defender attacks by 1;
3217 else:
3218 decrease attacker attacks by 1.
3219
3220
3221Attacker attacks is a number that varies. Attacker attacks is 1.
3222Defender attacks is a number that varies. Defender attacks is 1.
3223
3224To check countering:
3225 now counterable is false;
3226 if out of range is false:
3227 if defender weapon is not "NONE":
3228 if the category corresponding to a name of defender weapon in the table of weapons is "Physical":
3229 if adjacency is true:
3230 now counterable is true;
3231 if the category corresponding to a name of defender weapon in the table of weapons is "Magical":
3232 now counterable is true.
3233
3234To counterattack:
3235 now attacker active is false;
3236 say "[paragraph break][current defender] counterattacks![line break]";
3237 run an attack.
3238
3239To calculate attacker attack speed:
3240 let Sp be the SPD corresponding to a name of current attacker in the table of characters;
3241 now attacker AS is Sp;
3242 let W be the WT corresponding to a name of attacker weapon in the table of weapons;
3243 let C be the CON corresponding to a name of current attacker in the table of characters;
3244 let P be the attacker proficiency;
3245 let X be (W - (C + P));
3246 if X is greater than 0:
3247 decrease attacker AS by X;
3248 if Attacker AS is less than 0:
3249 now Attacker AS is 0.
3250 [We can test to see if the sum is working with this: say "[attacker as] = [Sp] - [X], where [X] is ([w]- ([c] + [p])) ";]
3251
3252To calculate defender attack speed:
3253 let Sp be the SPD corresponding to a name of current defender in the table of characters;
3254 now defender AS is Sp;
3255 if defender weapon is not "NONE":
3256 let W be the WT corresponding to a name of defender weapon in the table of weapons;
3257 let C be the CON corresponding to a name of current defender in the table of characters;
3258 let P be the defender proficiency;
3259 let X be (W - (C + P));
3260 if X is greater than 0:
3261 decrease attacker AS by X;
3262 if defender AS is less than 0:
3263 now defender AS is 0;
3264
3265To calculate attacker hit-dodge:
3266 let L be the LUK corresponding to a name of current attacker in the table of characters;
3267 now attacker EVA is ((attacker AS * 2) + L);
3268 now attacker dodge is L;
3269 let Sk be the SKL corresponding to a name of current attacker in the table of characters;
3270 let WC be the crit corresponding to a name of attacker weapon in the table of weapons;
3271 now attacker crit is ((Sk / 2) + WC);
3272 let WHR be the hit corresponding to a name of attacker weapon in the table of weapons;
3273 now attacker hit is ((WHR + (Sk * 2)) + (L / 2)).
3274
3275To calculate defender hit-dodge:
3276 let Sk be the SKL corresponding to a name of current defender in the table of characters;
3277 if defender weapon is not "NONE":
3278 let WC be the crit corresponding to a name of defender weapon in the table of weapons;
3279 now defender crit is ((Sk / 2) + WC);
3280 let L be the LUK corresponding to a name of current defender in the table of characters;
3281 now defender EVA is ((defender AS * 2) + L);
3282 now defender dodge is L;
3283 if defender weapon is not "NONE":
3284 let Sk be the SKL corresponding to a name of current defender in the table of characters;
3285 let WHR be the hit corresponding to a name of defender weapon in the table of weapons;
3286 now defender hit is ((WHR + (Sk * 2)) + (L / 2)).
3287
3288To crunch the numbers:
3289 [calibrate proficiencies;]
3290 calculate attacker attack speed;
3291 calculate defender attack speed;
3292 calculate attacker hit-dodge;
3293 calculate defender hit-dodge;
3294 calculate attacker attack power;
3295 if defender weapon is not "NONE":
3296 calculate defender attack power.
3297
3298Attacker ignis is number that varies. Attacker ignis is 0.
3299Defender ignis is number that varies. Attacker ignis is 0.
3300
3301
3302To calculate attacker attack power:
3303 let S be the STR corresponding to a name of current attacker in the table of characters;
3304 let M be the MAG corresponding to a name of current attacker in the table of characters;
3305 if the category corresponding to a name of attacker weapon in the table of weapons is "Physical":
3306 now might is S;
3307 now defender defence is the DEF corresponding to a name of current defender in the table of characters;
3308 now attacker ignis is M / 2;
3309 else if the category corresponding to a name of attacker weapon in the table of weapons is "Magical":
3310 now might is M;
3311 now defender defence is the RES corresponding to a name of current defender in the table of characters;
3312 now attacker ignis is S / 2;
3313 else if the category corresponding to a name of attacker weapon in the table of weapons is "Legendary":
3314 if S > M:
3315 now attacker ignis is M / 2;
3316 now might is S;
3317 else:
3318 now attacker ignis is S / 2;
3319 now might is M;
3320 if adjacency is true:
3321 now defender defence is the DEF corresponding to a name of current defender in the table of characters;
3322 else:
3323 now defender defence is the RES corresponding to a name of current defender in the table of characters;
3324 let D be the MT corresponding to a name of attacker weapon in the table of weapons;
3325 now attacker damage is (might + D);
3326 apply conditions.
3327
3328
3329To calculate defender attack power:
3330 if the category corresponding to a name of defender weapon in the table of weapons is "Physical":
3331 now might is the STR corresponding to a name of current defender in the table of characters;
3332 now attacker defence is the DEF corresponding to a name of current attacker in the table of characters;
3333 else if the category corresponding to a name of defender weapon in the table of weapons is "Magical":
3334 now might is the MAG corresponding to a name of current defender in the table of characters;
3335 now attacker defence is the RES corresponding to a name of current attacker in the table of characters;
3336 else if the category corresponding to a name of defender weapon in the table of weapons is "Legendary":
3337 if adjacency is true:
3338 now might is the STR corresponding to a name of current defender in the table of characters;
3339 now attacker defence is the DEF corresponding to a name of current attacker in the table of characters;
3340 else:
3341 now might is the MAG corresponding to a name of current defender in the table of characters;
3342 now attacker defence is the RES corresponding to a name of current attacker in the table of characters;
3343 let D be the MT corresponding to a name of defender weapon in the table of weapons;
3344 now defender damage is (might + D).
3345
3346
3347[ increase
3348 now attacker eva is corresponding to a name of current attacker in the table of characters]
3349
3350[To calibrate proficiencies:
3351TO DO if the rank corresponding to a name of current attacker in the table of characters is "E":]
3352
3353
3354Carry out picking when the location is the battle maker:
3355 if nothing is salient:
3356 now attacker is salient;
3357 rip from the character table;
3358 if attacker is salient:
3359 now current attacker is current name;
3360 if defender is salient:
3361 now current defender is current name;
3362 try looking.
3363
3364Chapter Conditions
3365
3366To apply conditions:
3367 repeat through the table of statuses:
3368 if attacker entry is 1:
3369 increase optional attacker attack by hit entry;
3370 increase optional attacker defence by DR entry;
3371 increase attacker eva by Evade entry;
3372 increase attacker crit by Crit entry;
3373 increase attacker dodge by Dodge entry;
3374 increase attacker AS by AS entry;
3375 increase optional attacker damage by Damage entry;
3376 if defender entry is 1:
3377 increase optional defender attack by hit entry;
3378 increase optional defender defence by DR entry;
3379 increase defender eva by Evade entry;
3380 increase defender crit by Crit entry;
3381 increase defender dodge by Dodge entry;
3382 increase defender AS by AS entry;
3383 increase optional defender damage by Damage entry.
3384
3385
3386
3387Part 5- TESTS
3388
3389Test elana with "n / name Elana Farrugia / x performer / luk / def / spd / spd / toggle / hpup / hpup / hpup / hpup / hpup / hpup / hpup / magup / magup / magup / magup / magup / magup / sklup / lukup / lukup / lukup / lukup / lukup / lukup / lukup / defup / resup / spdup / spdup / spdup / spdup / spdup / spdup / spdup / x charisma+ / x lucky stars / s / e"
3390
3391
3392[useful lists:
3393Anima
3394Archer
3395Dark
3396Fighter
3397Light
3398Performer
3399Priest
3400Rider
3401Soldier
3402Swordsman
3403Thief
3404
3405Mage
3406Mage Knight
3407Sage
3408Scholar
3409Virtuoso
3410Baron
3411Tactician
3412Commander
3413Archer Battle Mage
3414Sniper
3415Nomad
3416Nomad Healer
3417Nomad Ranger
3418Outlaw
3419Assassin
3420Vigilante
3421Scholar
3422Baron
3423Virtuoso
3424Shaman
3425Druid
3426Summoner
3427Necromancer
3428Dark Rider
3429Fighter
3430Dread Fighter
3431Warrior
3432Bandit
3433Mountain Warrior
3434Berserker
3435Pirate
3436Swashbuckler
3437Ascetic
3438Crusader
3439Inquisitor
3440Monk
3441Bishop
3442Hunter
3443Battle Mage
3444Holy Guard
3445Bard
3446Lore Master
3447Enchanter
3448Trickster
3449Illusionist
3450Dancer
3451Dancing Blade
3452Trouper
3453Butler
3454Bodyguard
3455Steward
3456Priest
3457Bishop
3458Saint
3459Troubadour
3460Valkyrie
3461Pegasus Rider
3462Falcon Knight
3463Wyvern Rider
3464Wyvern Hunter
3465Wyvern Knight
3466Cavalier
3467Duke Knight
3468Paladin
3469Knight
3470General
3471Great Knight
3472Soldier
3473Sentinel
3474Templar
3475Fencer
3476Shadow Sword
3477Swashbuckler
3478Mercenary
3479Commander
3480Hero
3481Myrmidon
3482Samurai
3483Swordmaster
3484Scavenger
3485Wanderer
3486Bounty Hunter
3487Thief
3488Rogue
3489Outlaw
3490Assassin
3491Vigilante
3492
3493current hp
3494current str
3495current mag
3496current skl
3497current luk
3498current def
3499current res
3500current spd
3501current con
3502current aid
3503current mov
3504
3505HP
3506STR
3507MAG
3508SKL
3509LUK
3510DEF
3511RES
3512SPD
3513CON
3514AID
3515MOV
3516
3517Adept
3518Adept+
3519Awareness
3520Blossom
3521Cancel
3522Cancel+
3523Celerity
3524Celerity+
3525Center
3526Charisma
3527Charisma+
3528Counter
3529Counter+
3530Daunt
3531Daunt+
3532Deep Pockets
3533Discipline
3534Fortune
3535Gamble
3536Gamble+
3537Guard
3538Guard+
3539Ignis
3540Imbue
3541Luna
3542Luna+
3543Maturity
3544Miracle
3545Miracle+
3546Nullify
3547Nullify+
3548Parity
3549Pass
3550Provoke
3551Renewal
3552Resolve
3553Savior
3554Stillness
3555Sol
3556Taunt
3557Vantage
3558Vantage+
3559Weapon Saver
3560Wrath
3561Wrath+
3562
3563fire
3564wind
3565bow
3566flux
3567worm
3568hatchet
3569Lightning
3570flash
3571lucky stars
3572artemis song
3573hermes whistle
3574surprising shimmy
3575distracting dance
3576soldier's drum
3577charming flute
3578heal
3579horse
3580Wyvern
3581pegasus
3582slim lance
3583wooden sword
3584slim sword
3585iron dagger
3586iron knife
3587
3588hp prog
3589str prog
3590mag prog
3591skl prog
3592luk prog
3593def prog
3594res prog
3595spd prog
3596
3597
3598 [HP entry] [STR entry] [MAG entry] [SKL entry] [LUK entry] [DEF entry] [RES entry] [SPD entry] [CON entry] [AID entry] [MOV entry] [HP prog entry] [STR prog entry] [MAG prog entry] [SKL prog entry] [LUK prog entry] [DEF prog entry] [RES prog entry] [SPD prog entry] [Mount entry] [Weapon entry]
3599]