2022-10-12 13:53:02 +00:00
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Version 1.0.0 of 1PD6 Kidnapped Fairy Setting by William Moore begins here.
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Chapter 1 - Values
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Game Turns is a number that varies.
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A person has a number called strength.
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A person has a number called defense.
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A person has a number called health.
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A person has a number called damage.
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A person has a number called experience.
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A person has a number called dice pool.
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Chapter 2 - Actions
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Understand "stats" as stats. Stats is an action applying to nothing.
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Carry out stats:
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say "[bold type]dice pool:[roman type] [the dice pool of the player][line break]";
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say "[bold type]strength:[roman type] [the strength of the player][line break]";
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say "[bold type]defense:[roman type] [the defense of the player][line break]";
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say "[bold type]experience points:[roman type] [the experience of the player][line break]";
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Understand "reroll" as rerolling. Rerolling is an action applying to nothing.
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2022-10-13 06:44:52 +00:00
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Carry out rerolling while the location of the player is Reg's Front Yard:
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Now the dice pool of a player is 1;
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Let new health be a random number from 1 to 6;
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Now the health of a player is new health;
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Let new strength be a random number from 1 to 6;
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Now the strength of a player is new strength;
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Let new defense be a random number from 1 to 6;
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Now the defense of a player is new defense.
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Understand "buy dice" as buying dice. Buying dice is an action applying to nothing.
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Carry out buying dice:
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if the experience of the player is greater than 49:
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increase the dice pool of the player by 1;
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decrease the experience of the player by 50;
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say "You have purchased one die for your dice pool!";
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otherwise:
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say "You do not have enough experience to purchase a die!".
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Understand "buy strength" as buying strength. Buying strength is an action applying to nothing.
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Carry out buying strength:
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if the experience of the player is greater than 9 and the strength of the player is less than 6:
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increase the strength of the player by 1;
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decrease the experience of the player by 10;
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say "You have purchased one to your strength!";
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otherwise:
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if the strength of the player is 6:
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say "You have maxed out your strength.";
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otherwise:
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say "You do not have enough experience to purchase strength!".
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Understand "buy defense" as buying defense. Buying defense is an action applying to nothing.
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Carry out buying defense:
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if the experience of the player is greater than 9 and the defense of the player is less than 6:
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increase the defense of the player by 1;
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decrease the experience of the player by 10;
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say "You have purchased one to your defense!";
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otherwise:
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if the defense of the player is 6:
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say "You have maxed out your defense.";
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otherwise:
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say "You do not have enough experience to purchase defense!".
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Understand "buy health" as buying health. Buying health is an action applying to nothing.
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Carry out buying health:
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if the experience of the player is greater than 9:
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increase the health of the player by 1;
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increase the experience of the player by 10;
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say "You have purchased one to your health!";
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otherwise:
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say "You do not have enough experience to purchase health!".
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2022-10-13 06:44:52 +00:00
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Instead of attacking when the noun is a monster:
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if the damage of the noun <= health of the noun:
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2022-10-12 13:53:02 +00:00
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let encounter roll be strength of player;
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repeat with die running from 1 to dice pool of player:
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let die roll be a random number from 1 to 6;
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increase encounter roll by die roll;
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decrease encounter roll by defense of the noun;
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if encounter roll is less than 0:
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let encounter roll be 0;
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say "You exclaim 'You're going into space, [the noun]!'";
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increase the damage of the noun by encounter roll;
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let encounter roll be strength of the noun;
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repeat with die running from 1 to dice pool of the noun:
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let die roll be a random number from 1 to 6;
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increase encounter roll by die roll;
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decrease encounter roll by defense of the player;
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if encounter roll is less than 0:
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let encounter roll be 0;
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increase the damage of the player by encounter roll;
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if the damage of the noun is greater than the health of the noun:
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say "[the noun] looks stunned as they go flying into space.";
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increase the experience of the player by experience of the noun;
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remove the noun from play.
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2022-10-13 06:44:52 +00:00
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Instead of attacking when the noun is a person and the noun is not the player and the noun is not a monster:
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say "For whatever it is worth, you punch [the noun].".
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Instead of attacking when the noun is a person and the noun is the player:
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say "For whatever it is worth, you punch yourself.".
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Chapter 3 - Added Game Flow
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When play begins:
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Now the right hand status line is "[bold type]DMG/HP:[roman type] [the damage of the player]/[the health of the player][line break]";
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Now the dice pool of a player is 1;
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Let new health be a random number from 1 to 6;
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Now the health of a player is new health;
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Let new strength be a random number from 1 to 6;
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Now the strength of a player is new strength;
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Let new defense be a random number from 1 to 6;
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Now the defense of a player is new defense.
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Every turn:
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increase Game Turns by 1;
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if Game Turns is 50:
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now Game Turns is 0;
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increase the experience of the player by 1;
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2022-10-13 06:44:52 +00:00
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If the damage of the player >= the health of the player:
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say "You tried your best at punching, but Reg passed into the great beyond. Try harder next time.";
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2022-10-12 13:53:02 +00:00
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end the story.
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1PD6 Kidnapped Fairy Setting ends here.
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---- DOCUMENTATION ----
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[ Copyright (C) 2022 William R. Moore <william@nerderium.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, version 3 of the License.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <https://www.gnu.org/licenses/>. ]
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